Escolar Documentos
Profissional Documentos
Cultura Documentos
TM
Writing and Design: Darren Bulmer, Leon Chang, Walt Ciechanowski, Chris Huff, Seth Johnson, Matt Kaiser,
Steve Kenson, Jon Leitheusser, Prof. Christopher McGlothlin, Alejandro Melchor, Jason Mical, Jack Norris,
Aaron Sullivan, Steve Trustrum, Ray Winninger
Editing: Sharon Turner Mulvihill Development: Jon Leitheusser Additional Development: Steve Kenson
Art Direction and Graphic Design: Hal Mangold
Interior Art : Daniel Acuna, Christian Alamy, Oclair Albert, Marlo Alquiza, Kalman Andrasofsky, Ramon Bachs, Michael Bair,
Matt Banning, Al Barrionuevo, Eddy Barrows, Chris Batista, Batt, David Beaty, Ed Benes, Mariah Benes, Joe Benitez, Joe Bennett, BIT,
Bret Blevins, Brian Bolland, Brett Booth, Geraldo Borges, Mark Buckingham, Cafu, Jim Calafiore, Robert Campanella,
Keith Champagne, Sean Chen, Mark Chiarello, Ian Churchill, Barbara Ciardo, Vincente Cifuentes, Yildiray Cinar, Matthew Clark,
Scott Clark, Amanda Conner, Kevin Conrad, Chris Cross, Tony Daniels, Alan Davis, Dan Davis, Shane Davis, Jesse Delperdang, John
Dell, Thomas Derenick, Rachel Dodson, Terry Dodson, Dale Eaglesham, Nathan Eyring, Wayne Faucher, Raul Fernandez, Carlos
Ferreira, Julio Ferreira, Pascual Ferry, Fabrizio Fiorentino, David Finch, Gary Frank, Richard Friend, Fernando Gagnino, Lee Garbett,
Ale Garza, Stefano Gaudiano, Drew Geraci, Keith Giffen, Jonathan Glapion, Patrick Gleason, Dan Green, Mike Grell, Tom Grummet,
Renato Guedes, Yvel Guichet, Amy Reeder Hadley, Tony Harris, Doug Hazelwood, Clayton Henry, Sandra Hope, Rob Hunter,
Stuart Immomen, Jack Jadson, Phil Jimenez, Dave Johnson, Ruy Jose, Justiniano, John Kalisz, Michael William Kaluta, Tyler
Kirkham, Barry Kitson, Leonard Kirk, Scott Koblish, Scott Kolins, Don Kramer, Ray Kryssing, Andy Kubert, Joe Kubert, Greg Land,
Andy Lanning, Michael Lark, Jim Lee, Norman Lee, Jay Leisten, Steve Lieber, John Livesay, Aaron Lopresti, Jose Wilson Magalhaes,
Kevin Maguire, Doug Mahnke, Guy Major, Francis Manapul, Tom Mandrake, Mike Manley, Guillem March, Dave McCaig,
Scott McDaniel, Ed McGuinness, Mark McKenna, Mike McKone, Adriana Melo, Jesus Merino, JD Mettler, Joshua Middleton,
Mike S. Miller, Mark Morales, Rags Morales, Patricia Mulvihill, Sean Murphy, Todd Nauck, Diogenes Neves, Dustin Nguyen,
Mike Norton, Jerry Ordway, Andy Owens, Jimmy Palmiotti, Sean Parsons, Fernando Pasarin, George Perez, Francis Portela,
Eric Powell, Joe Prado, Mark Propst, Jack Purcell, Pablo Raimondi, Humberto Ramos, Rodney Ramos, Tom Raney, Norm Rapmund,
Ivan Reis, Rod Reis, Darick Robertson, Carlos Rodriguez, Pow Rodrix, Prentis Rollins, Alex Ross, Duncan Rouleau, Stephane Roux,
Marco Rudy, Nei Ruffino, Matt Ryan, Paul Ryan, Jesus Saiz, Javier Saltares, Stephen Sadowski, Nicola Scott, Trevor Scott,
Stephen Segovia, Jon Sibal, Bill Sienkiewicz, Walt Simonson, Alex Sinclair, Cam Smith, Peter Snejbjerg, John K Snyder III,
Ray Snyder, Ryan Sook, Jim Starlin, Peter Steigerwald, John Stokes, Karl Story, Lary Stucker, Rob Stull, Ardian Syaf, Philip Tan,
Art Thibert, Michael Turner, Alina Urusov, Ethan Van Sciver, Dexter Vines, Lee Weeks, Wade von Grawbadger, Freddie Williams II,
J.H. Williams III, Scott Williams, Bill Willingham, Walden Wong, and Pete Woods
Publisher: Chris Pramas Licensing Consultant: Ray Winninger
Green Ronin Staff: Bill Bodden, Joe Carriker, Will Hindmarch, Steve Kenson, Jon Leitheusser, Nicole Lindroos, Hal Mangold,
Chris Pramas, Rich Redman, Evan Sass, Marc Schmalz
Special Thanks: To Josh Anderson at Warner Bros. and Roger Bonas, Scott Wilson, Jeanette Winley, Michael Wooten,
and Fred Ruiz, along with the rest of the folks at DC Comics. To Lone Wolf Development and their excellent Hero Lab software.
And as always, to the fans for their continued support!
DC Adventures: Heroes & Villains Vol. 2 2012 DC Comics. All rights reserved.
All related characters and elements are trademarks of and DC Comics. (s12)
Published by Green Ronin Publishing, LLC. Mutants & Masterminds, Green Ronin, and their associated logos are trademarks of
Green Ronin Publishing, LLC. The Mutants & Masterminds game system is 2002-2012 Green Ronin Publishing LLC.
The following is designated as Product Identity, in accordance with
Section 1(e) of the Open Game License, Version 1.0a: hero points, power points.
The following text is Open Gaming Content: all game system rules and material not previously declared Product Identity.
Printed in Canada
TM
Introduction.......................................... 5
Table of Contents
Mister Miracle.....................................60 The Question........................................ 121
How To Use This Book................. 5 Oberon........................................... 61 The Question (Vic Sage).......... 121
Lady Shiva...............................................8 Mr. Mxyzptlk.........................................62 Richard Dragon....................... 122
The Question
League of Assassins............................10 Mister Terrific.....................................63 (Renee Montoya) ................... 123
Alpha.............................................. 10 T-Spheres....................................... 64
David Cain..................................... 10 Mister Terrific Ragman................................................. 124
Doctor Moon.............................. 11 (Terry Sloane).......................... 64 Ra- s al Ghu- l........................................ 125
Merlyn............................................ 11 Monarch................................................65 Talia.............................................. 127
Prudence....................................... 12 Forerunner.................................. 66 Ubu................................................ 127
The White Ghost......................... 12 Ravager................................................ 128
Mongul................................................... 67
Legion of Super-heroes......................14 Mordru...................................................69 Raven.................................................... 129
Bouncing Boy.............................. 15
Mon-El............................................ 16 Morgaine le Fey.................................... 70 The Ray.................................................. 131
Phantom Girl.............................. 16 Multiplex.................................................71 Red Devil.............................................. 133
Polar Boy...................................... 17 Duploid.......................................... 72 Red Hood.............................................. 134
Sensor Girl................................... 18 Murmur.................................................. 73 Red Lantern Corps............................ 135
Shadow Lass................................ 19
Shrinking Violet........................ 19
Nekron.................................................... 74 Red Robin............................................. 136
Tyroc.............................................. 20 Nemesis................................................... 75 Dex-Starr.................................... 136
Lightning Lad........................................20 Neron.......................................................77 Red Star............................................... 138
Lobo........................................................22 The new Gods........................................ 78 Red Tornado........................................ 139
Maxwell Lord.......................................24 Lightray........................................ 79 Reverse-Flash..................................... 140
Lord Satanus........................................26 Nightshade............................................ 79 Zoom............................................. 141
The Shadow Homonculus....... 80 The RIddler.......................................... 142
Lex Luthor............................................. 27 Nightwing...............................................81
Mercy.............................................. 29 Robin..................................................... 143
Jervis Tetch...........................................30 Obsidian.................................................83 The Rogues...........................................145
Madame Xanadu....................................31 Ocean Master.......................................84 Girder........................................... 146
Plunder....................................... 146
Magenta.................................................32 O.M.A.C.....................................................85 Tar Pit........................................... 146
O.M.A.C. Cyborgs......................... 86
Magog.....................................................33 O.M.A.C. (Earth-51)...................... 87
The Top......................................... 147
Major Disaster....................................35 Oracle.................................................... 87 Roulette............................................... 148
Major Force..........................................36 Orange Lantern Corps.......................89 The Royal Flush Gang....................... 149
Professor Amos Fortune..... 150
Man-Bat..................................................38 Orion........................................................91 Ace III............................................. 150
Manhunter............................................39 The Outsiders.......................................93 The Ace Android II.................... 150
Manhunter (Kirk DePaul)........ 39 Faust............................................... 94 Jack II............................................ 150
Manhunter (Paul Kirk)............. 40 Grace.............................................. 94 King II............................................ 151
Manhunter (Kate Spencer)..... 41 Halo................................................ 95 Queen II........................................ 151
The Manhunters......................... 42 Indigo............................................. 96 Ten II.............................................. 152
Martian Manhunter............................44 Looker............................................ 97 S.H.A.D.E................................................ 152
Max Mercury.........................................46 Technocrat.................................. 97
Sabbac.................................................. 153
Thunder......................................... 98
metal Men.............................................. 47 Saint Walker.......................................154
Will Magnus................................ 47 Parasite.................................................98
Gold................................................ 47 Peacemaker...........................................99 Sandman...............................................155
Sandman
Iron................................................. 49 The Penguin..........................................101 (Sanderson Hawkins).......... 155
Lead................................................. 49
Mercury......................................... 49
Per Degaton........................................ 103 Sandy............................................ 156
Platinum....................................... 49 Phantom Stranger............................ 105 The Sandman
(Wesley Dodds)...................... 157
Tin.................................................... 49 The PIed Piper...................................... 106
Metallo..................................................49 Plastic Man..........................................107 Saturn Girl......................................... 158
Metamorpho.........................................50 OffSpring.................................... 109 Scarecrow.......................................... 160
Java................................................. 52 PLastique..............................................110 Secret Six..............................................161
Sapphire Stagg............................ 52 Dwarfstar.................................. 162
Poison Ivy..............................................111 Jeanette...................................... 162
Simon Stagg................................. 52
Power Girl............................................ 113 King Shark.................................. 163
MIrror Master.....................................52 The Prankster..................................... 115 Rag Doll (Peter Merkel, Jr.). 163
MIss Martian........................................54 Professor Ivo.....................................116 Scandal Savage........................ 164
The MIst..................................................55 Prometheus...........................................117
Gone But Not Forgotten...... 165
The MIst (Nash)............................ 55 Knockout.................................... 165
The MIst (unknown).................. 57 Psycho-Pirate.....................................119 Parademon................................. 165
Mr. Freeze..............................................58 Queen Bee............................................. 120 Black Alice................................. 165
Mister Mind...........................................59
2 Table of Contents
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Table of Contents 3
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4 Introduction
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Introduction
This book, DC Adventures: Heroes & Villains, Volume 2, is the companion and conclusion to Heroes & Villains, Volume 1, covering DC
characters from L through Z. Inside this volume alone youll find hundreds of characters to use in your DC Adventures games.
With the complete Heroes & Villains set, youll have well over five hundred!
The DC Adventures: Heros Handbook provides the rules to play games set in the DC Universe. The Heroes & Villains books gives you
a tremendous selection of characters to populate that world and make it feel like the real thing! Welcome to the DC Universe!
Get ready to go out there and make it your own!
Overview
DC Adventures: Heroes & Villains, Volume 2 is a collection of characters from all over the DC Universe. Rather than trying to break char-
acters up by theme (magic, alien, metahuman), location (Metropolis, Gotham, Gorilla City), or some other way, this book (like its
companion volume) is organized alphabetically. Once you turn the page youll be thrown into a world full of fantastic characters
with amazing powers. Each character includes game information (statistics or stats) that work with the rules presented in the DC
Adventures: Heros Handbook, along with a description of their history, personality, powers and abilities, allies, and enemies.
The information on these pages is meant to present an iconic view of the characters you can use to portray them the way they
appear in the comics. History is only included if it gives a better idea of what the character is like. Unless its important to the
character, you wont find references to specific storylines and events. After all, theres no way this book could accurately present
the complete history of a character like Superman or Wonder Woman. So, instead, these pages focus on the essence of the char-
acters, including important pieces of their history that define them, and make them the heroes and villains you know so well!
Really, theres no wrong way to use this book. Its a resource If a character can vary their abilities in some way, say due
for you. However it helps make your games more fun and in- to the Growth power or because they can change forms
teresting, then thats the correct way to use it. somehow, then there are two numbers separated by
Introduction 5
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a slash. Characters like this are also accompanied with advantages in order to learn exactly what theyre capa-
asterisks and notes to call attention to what scores are ble of and what your options are.
affected and when they have their higher scores or their
lower scores. Lastly, unless a characters powers say oth- Characters whose point values exactly match the start-
erwise, you can always choose to have them operate at ing number of points they should have for their power
less than full power if it fits your game better. level are colored green in the table of contents. They are
useable as player characters either using them with their
Characters that lack Powers, Equipment, Advantages, name and history intact or as the basis of very similar
or Skills dont have a space for that category of ability. characters with a different name and background.
For example, Oracle doesnt have any powers, so you
wont see a Powers entry for her, instead it goes right to Power Level X: A few characterssuch a Mister Mxyz-
Equipment, then Advantages and Skills. ptlk and Trigonare listed as Power Level X or PLX
and given no game traits (or very few). This is because
A character with the Equipment advantage may have these characters are so massively powerful, often to
only some of their equipment points spent. If this is the the point of near-omnipotence, that theres little point
case, then you can spend the remaining points as you in trying to quantify their abilities. Game traits cover-
see fit. Usually this means the character varies his or her ing everything they could do would take up pages and
arsenal depending on their mission. You may also elect add up to thousands of power points! Power Level X
to leave those points unspent to avoid the additional characters are more plot devices than they are playable
bookkeeping. Those characters accompanied by a list characters, meant to provide the heroes with serious
of equipment always show what that character typically challenges that cannot necessarily be overcome with
carries. sheer might. Often, defeating them requires a different
approach, from tricking Mxyzptlk into saying his name
Skills and Advantages granted by a power (using the
backwards to the sheer self-sacrifice that overcomes Tri-
Enhanced Trait effect) appear both in the listing for that
gon with the light of goodness no evil can resist. The GM
power and in the Skills or Advantages section of the
should see to it that there is some way for the heroes to
character in italics. These arent the same skill or advan-
succeedand for the players to figure it out!when it
tage purchased multiple times, instead theyre included
comes to PLX foes.
under the appropriate headings for ease of reference.
Overall, the characters should be easy to decipher, but the
The Offense section of a character includes short-hand
notes above should help if something is unclear. If a character
notations about the characters attack values and pow-
breaks any of the guidelines above, that will be made clear in
ers. This section does not list all the information about
the characters entry either with notes called out using aster-
those powers and may not even include all of the pow-
isks or with information in that characters Powers & Abilities
ers or abilities that character is capable of using. Be sure
section.
to look at the full write-up of the characters powers and
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6 Introduction
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l-z
7
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Lady Shiva Sandra Wu-Sans life as Lady Shiva began when the life of
her sister, Carolyn, ended. Sandra pursued Carolyns killer to
a hideout of the League of Assassins, but instead of wreak-
ing vengeance, she was soundly defeated by David Cain. In
return for sparing her life, Cain demanded that she bear his
child, who also would be trained in the special ability shared
by Sandra and her sisterto predict their opponents moves.
Sandra agreed to his demand, taking full advantage the op-
portunity to learn from Cain in order to improve her fighting
skills. Once she gave birth to their daughter, Cassandra, she
returned the favor of the beating Cain gave her at their first
meeting, and left the League to find her own way in the world
as Lady Shiva, free of her obligation and unhampered by the
traditional definition of morality.
During her travels, Shiva met Richard Dragon and Ben Turner,
two other aspiring young martial arts masters. She joined
with them to fight crime as mercenary agents purely for
the thrill and danger of that adventurous lifestyle, but when
Turner disappeared and Dragon retired, Shiva once again
wandered alone.
Things finally came full circle for Shiva when her daugh-
ters fighting prowess as Batgirl attracted her attention. The
two fought a series of death matches, during the course of
which Shiva tried several times to break Cassandra free from
her guilt-induced vow of non-killing. Shiva revealed their
relationship to Cassandra and expressed her hope that her
daughter would be the one strong enough to finally kill her.
In their last duel, Cassandra dealt Shiva a mortal wound and
left her literally on the precipice of life and death, hanging
over a Lazarus Pit.
Body Reading: Enhanced Advantage 1 (Uncanny Dodge), Unarmed +22 Close, Damage 3, Crit. 19-20
Enhanced Defenses 8 (Dodge 4 and Parry 4), Resistible by Defense
Will; Senses 1 (Danger Sense) 6 points
Leopard Blow: Strength-based Damage 3, Enhanced Dodge 16/20* Fortitude 10
Advantage 3 (Improved Critical 3) 6 points Parry 16/20* Toughness 8/4**
Advantages Will 14
Agile Feint, Assessment, Close Attack 4, Daze (Intimidation), *Includes Enhanced Defenses 4, Resistible by Will. **Without Defensive Roll.
Defensive Attack, Defensive Roll 4, Evasion, Favored Foe Power Points
(Martial Arts Masters), Grabbing Finesse, Great Endurance,
Improved Critical 3 (Leopard Blow), Improved Critical (Unarmed, Abilities 108 Skills 46
adds to Leopard Blow), Improved Defense, Improved Powers 12 Defenses 21
Initiative, Improved Trip, Languages 3 (Cantonese, Japanese,
Advantages 38 Total 225
Mandarin, Vietnamese), Power Attack, Precise Attack (Close;
Concealment), Ranged Attack 7, Ritualist, Skill Mastery Complications
(Insight), Startle, Takedown 2, Trance, Uncanny Dodge
Obsession: Lady Shiva is driven to perfect her martial-arts
Skills skills.
Acrobatics 8 (+15), Athletics 11 (+14), Close Combat: Unarmed Relationship: Shiva has some level of maternal feelings for her
2 (+18), Expertise: Magic 4 (+8), Expertise: Streetwise 10 (+14), daughter, Cassandra Cain.
Insight 16 (+24), Intimidation 11 (+16), Investigation 6 (+10),
Perception 10 (+18), Stealth 8 (+15), Treatment 6 (+10) sufficiently to overcome the defense bonuses provided by
her Body Reading power. At the Gamemasters discretion, a
Deception check might substitute for Will, and feints (either
Personality
via Deception or advantages and other skills) affect Lady
Lady Shiva displays supreme confidence in her skills and rec- Shivas Body Reading bonuses the same as her normal Dodge
ognizes no greater standard than that of martial perfection. and Parry ranks, although it is difficult to feint against her due
As a result, Shiva appears indifferent to every other societal or to her considerable Insight rank and Skill Mastery.
moral code. She does not go out of her way to kill her oppo-
Her Ritual advantage and (relatively minor) knowledge of
nents; rather, she simply considers most life too unimportant
Asian magic allow Lady Shiva to provide occasional surprises;
to bother restraining her lethal techniques.
as a non-player character, the GM can use Shivas abilities to
While Shivas amorality and violence has earned her the moniker work unusual and mysterious powers into the story to main-
goddess of destruction, she does make exceptions, sparing cer- tain her aura of menace and keep the players from thinking
tain opponents and then training and cultivating their martial- they know all of Lady Shivas secrets.
arts skills. This aspect of Shiva may seem strangely at odds with
her otherwise cold, callous demeanor, but Shiva is very selective Allies
in choosing who she trains. Her ultimate motivation is to find a
martial artist capable of challenging her, and those who dont The League of Assassins often calls upon Lady Shivas ser-
show the potential to reach her level do not interest Shiva. vices, and she has been an occasional member of that orga-
nization over the years. She will also take interest in certain
Powers & Abilities young fighters and unexpectedly lend them her aid, having
formed brief, uneasy alliances with the Birds of Prey and Black
Lady Shivas martial-arts skills border on the superhuman,
Canary in particular, the Question, Tim Drake, and Cassandra
and she is almost universally considered the worlds preemi-
Cain. Lady Shiva also shares a special bond with former com-
nent martial artist. What elevates Shiva above nearly every
panions Richard Dragon and Ben Turner, showing them the
other practitioner is her unrivaled insight and awareness. Like
respect given only to near-equals.
her daughter, Cassandra Cain, Shiva can read the movements
of her opponents with supernatural accuracy, allowing her Enemies
to predict their actions. Shiva also possesses knowledge of
esoteric Eastern medicine that allows her to perform medical Lady Shivas work for the League of Assassins often brings
miracles, even resurrecting the newly deadthough the lat- her into conflict with various heroes, particularly the Batman
ter feat requires significant preparation time. and his allies. Her independent nature prevents Shiva from
remaining with the League for any extended period, and she
Opponents fighting Lady Shiva can check Will against a dif- periodically must fend off League members sent to punish
ficulty equal to her Insight bonus (24) in order to surprise her her for going independent.
The League of Assassins was founded hundreds of years ago After Nyssa al Ghl killed her father, she founded her own
by the immortal Rs al Ghl as part of his large and shadowy League of Assassins and lured Cassandra Cain away from the
organization known only as the Demon. As Rs al Ghls role she had chosen as Batgirl to lead the new League. After
own name meant the Demons Head, the league he founded the League assisted the Society of Super Villains in a world-
chose to call itself the Demons Fang. wide prison break, Cassandra Cain abandoned the League
and control was retaken by Rs al Ghls other daughter Talia,
Over the centuries, the League was responsible for thousands who had Nyssa killed by Lady Shiva as part of her preparation
of killings, the payment for each murder adding to the vast to resurrect her father.
coffers of the Demon. Some League assassins followed the
orders and methods of Doctor Ebeneezer Darrk, who used Following his rebirth, Rs al Ghl has seized control of the
ambushes and deathtraps, while others trained in martial League of Assassins, and despite a blow dealt to the organi-
arts under the tutelage of Rs al Ghls father, the immortal zation by Tim Drake in his Red Robin guise, the Demon con-
Sensei. The League marked for death any member assassin tinues to use his Fangs to spread death and terror around the
who failed in his mission, given as targets to apprentices hop- globe.
ing to qualify for League membership. Other League hope-
fuls were initiated into its ranks after they successfully made
a major killing in public, as when the assassin known as the
Alpha
Hook killed circus acrobat Boston Brand (leading to the birth
A naturally skilled martial arts prodigy, Michael Summers
of Deadman); Hook would later go on to join the Leagues
joined the League of Assassins and was named Alpha by Da-
elite as one of Rs al Ghls Seven Men of Death.
vid Cain. Cain then assigned Alpha to help train his daughter
The Demons Head requires the League to supply members for Cassandra to be the ultimate assassin. Going underground
and train the Tribe of Ubu, his personal protectors. Yet in hopes after his task was complete, he surfaced years later in Gotham
of creating an even more loyal and capable bodyguard, Rs City, where he planted a nuclear bomb intending to both
al Ghl assigned League assassin David Cain to a long-term blackmail and destroy the city. Cassandra in her guise as Bat-
project that led to Cain recruiting the deadly Lady Shiva and girl thwarted his plan.
fathering a daughter, Cassandra. Cassandra Cain was raised by
When Nyssa al Ghl formed her new League of Assassins, she
her father to be the Demons personal guard, assisted in her
chose Lady Shiva to train her deadliest protgs, including
training by a member of the League named Alpha.
Alpha. When Cassandra Cain was nearly killed saving Alpha
and Shiva from the insane assassin Mad Dog, Alpha consid-
Alpha PL9 151 points ered whether he was destined to forever remain a killer... but
disappeared before making a final determination.
Abilities: Str 2 Sta 3 Agl 4 Dex 3 Fgt 8 Int 2 Awe 1 Pre 2
Powers: Assassins Strike Strength-based Damage 4,
Penetrating 4; Trigger Man Multiattack on handguns with a
David Cain
Damage of 4 or less
One of the best assassins in the world, David Cain trained
Equipment: Dual Desert Eagles Ranged Damage 4 a young Bruce Wayne in deadly techniques. As Batman,
Advantages: Accurate Attack, All-out Attack, Assessment, Wayne chose not to use those skills. Brought into the League
Benefit 8 (Alternate Identity 4, Cipher 4), Close Attack 4, Defensive of Assassins by Rs al Ghl himself, Cain was asked to train
Roll 2, Equipment 4, Evasion, Great Endurance, Improved an ultimate warrior to be al Ghls bodyguard. In order to
Aim, Improved Critical 3 (Assassins Strike), Improved Disarm, begin with a blank slate, Cain fathered a daughter named
Improved Initiative, Improved Trip, Instant Up, Move-by Action, Cassandra with the deadly Lady Shiva and raised the girl to
Precise Attack (Ranged; Cover), Quick Draw, Ranged Attack 4 be a killer.
Skills: Acrobatics 10 (+14), Athletics 6 (+8), Deception 8 (+10),
Shortly after the point at which Cassandra refused to finish
Insight 5 (+6), Intimidation 8 (+10), Perception 7 (+8), Ranged
her training, Cain was hired by Two-Face and traveled to Go-
Combat: Dual Desert Eagles 4 (+7)
tham City to assassinate Gotham Police Commissioner Gor-
Offense: Initiative +8, Assassins Strike +12 (Damage 6, don. Cassandra, who had come to Batman to finish her train-
Penetrating, Critical 17-20), Dual Desert Eagles +11 (Ranged ing, stopped Cain. Soon thereafter, Cain framed Bruce Wayne
Multiattack Damage 4) for murder to test whether Batman was worthy to train his
Defense: Dodge 12, Parry 13, Fortitude 8, Toughness 5/3*, Will daughter. When Cain felt Batman had proven himself, he
10 * Without Defensive Roll. turned himself in and went to prison.
Totals: Abilities 50 + Powers 12 + Advantages 38 + Skills 24 + Though Cain has been captured and sent to prison multiple
Defenses 27 = 151 times since, he has demonstrated that he can escape at will
Doctor Moon
Doctor Moon was among the first of Rs al Ghls minions
discovered by Batman, when the Demon ordered Moon to
kill a target and steal the brain so that the League of Assas-
Doctor Moon PL8 128 points
sins could extract the dead mans secrets. An expert in medi- Abilities: Str 0 Sta 2 Agl 1 Dex 2 Fgt 1 Int 6 Awe 2 Pre 2
cine and psychology, Moon served the League and pursued
his own agendas, hired by villains such as Doctor Cyber and Powers: Interrogation Kit: Array (16 points), Easily Removed
(Truth Serum: Affliction 8 (Resisted by Will; Dazed, Compelled,
government agencies including Task Force X and the Institute
Controlled; Progressive; Limited to answering questions),
for Metahuman Studies task force known as the Captains of
Tranquilizer: Affliction 5 (Resisted by Fortitude; Dazed,
Industry.
Exhausted, Asleep; Progressive), Paralytic: Affliction 5
After Dr. Moon became intimate with the villainess Phobia, (Resisted by Fortitude; Dexterity Impaired, Dexterity Disabled,
the couple became notorious for kidnapping and torturing Paralyzed; Progressive), Taser: Damage 4 Linked to Affliction 4
their fellow villains as often as helping them. When Manhunt- (Resisted by Fortitude; Dazed, Stunned, Incapacitated)
er invaded one of the pairs underground clinics, Dr. Moon Equipment: Handcuffs, Medical Bag, Restraints, Scalpels
was severely wounded in his own ambush. While his wounds (Damage 1, critical 19-20)
appeared fatal, given Dr. Moons expertise in medicine and Advantages: Connected, Eidetic Memory, Equipment
experience in swapping brains from body to body, it is likely 1, Fearless, Improvised Tools, Inventor, Ultimate Effort
he will survive to serve the League of Assassins again. (Intimidation)
Skills: Close Combat: Interrogation Kit 7 (+8), Close Combat:
Merlyn Scalpels 10 (+11), Deception 8 (+10), Expertise: Medicine
9 (+15), Expertise: Neurosurgery 10 (+16), Insight 5 (+7),
The expert archer who inspired Oliver Queen to take up ar- Intimidation 14 (+16), Perception 8 (+10), Persuasion 12 (+14),
chery, Merlyn would meet Queen again after Queen became Technology 7 (+13), Treatment 10 (+16)
Green Arrow and Merlyn was revealed as a member of the Offense: Initiative +1, Taser +8 (Damage 4), Scalpel +11
League of Assassins. When Green Arrow defeated Merlyn, the (Damage 1), Tranquilizer +8 (Affliction 5, Progressive, Paralytic
assassin was ejected from the League of Assassins and forced (Affliction 5, Progressive)
to undertake a career as a freelance killer, on the run from Defense: Dodge 8, Parry 10, Fortitude 6, Toughness 2, Will 10
those who aspired to prove themselves to the League by kill-
ing him. Totals: Abilities 32 + Powers 11 + Advantages 7 + Skills 50 +
Defenses 28 = 128
Prudence
Prudence was a young and headstrong member of the
League of Assassins who led a team sent out to assist Red
Robin as he journeyed around the world seeking the truth
behind Batmans alleged death. Headstrong and deadly, Pru-
dence often charged into battle against Red Robins wishes
until she got her throat slit in an attack by Widower and the
Council of Spiders. When Red Robin was given control of the
League of Assassins by Rs al Ghl, Prudence became one of
his most loyal followers, and even helped protect Red Robin
when the League marked him and all his allies in Gotham City
for death. The repercussions of her actions after she returned
to Rs al Ghl and the League remain unknown.
Lady Shiva
Already deadly before she was recruited into the League by David Cain, the woman who became Lady Shiva left the
League the day she gave birth to Cains daughter Cassandra, leaving the girl behind as she set out to become the deadliest
woman in the world. Her skill has protected her from the vengeance of the League, and she even helped Batman strike
back at the League when Rs al Ghl released the deadly disease known as the Clench into Gotham City.
Bronze Tiger
Master martial artist Ben Turner was captured by the League and brainwashed into a new masked identity, the Bronze
Tiger, and given no compunctions about killing. When it was discovered that Turner was the man beneath the mask of
the Tiger, Rick Flag led a rescue mission that brought him back to be deprogrammed by Amanda Waller, who would later
make Turner and the Bronze Tiger part of the Suicide Squad.
Cassandra Cain
Raised from birth to be the perfect weapon, Cassandra Cain left the League and put herself into Batmans hands, who
trained her in nonlethal combat and gave her the identity of Batgirl. Later Cain left Batmans protection and the Batgirl
costume to lead Nyssa al Ghls splinter of the League, only to abandon it soon thereafter to seek her own life and identity.
Onyx
For a time after leaving the League, Onyx pursued a life of peace in an isolated monastery where Green Arrow once
trained. When the monastery was attacked, Onyx called upon Green Arrow for help. Later, Onyx journeyed to Star City to
help Green Arrow defeat a threat to his home, and then was given permission by Batman to operate as an independent
vigilante in Gotham City.
The Legion of Super-Heroes (LSH) was founded by three teen- conquer the entire universe. Transporting the planet Daxam
agers, Rokk Krinn, Garth Ranzz and Imra Ardeen, when they to a yellow-sun system, Darkseid granted the Daxamites
saved multi-billionaire R.J. Brande from an assassination at- powers similar to Superman, and with them under his thrall,
tempt. Inspired by the legend of Superman and with finan- battled the Legion. Darkseid lost control of his Daxamite army
cial aid from Brande, the trio took the codenames of Cosmic and conceded defeat, but not before cursing the Legion with
Boy (see Vol. 1), Lightning Lad and Saturn Girl, and founded an inner darkness that would eventually destroy them.
a team unlike any other in Earth history; a team that repre-
sented Diversity, Unity and Tolerance, to protect all planets In their own attempt to rule the universe, villains Mordru and
and all races of the thirty-first century. Eventually teenagers Glorith instigated the Magic Wars. Unbeknownst to Mordru, Glo-
from across the galaxy journeyed to Earth in a bid to join the rith planned on betraying him, using his power to aid her own
Legion during their annual tryouts, creating a super hero scheme to rule all of time and to rewrite the universe to her own
team with a membership that outstripped the ranks of even whims. With the entire United Planets plunged into a galactic
the legendary Justice League in its heyday. Deputized by the war, the Legion succeeded in preventing the villains plans from
Science Police, they became a legitimate branch of law en- seeing fruition, but the United Planets suffered an economic cri-
forcement on Earth and within the United Planets. sis from which it would take years to extricate itself.
The Legion of Super-Heroes has traveled through time, faced Conditions on Earth had deteriorated when, using his discov-
some of the universes greatest villains, and has been instru- ery in the Antarctic of a lost tablet which claimed that the
mental in preventing some of the worst calamities of their worlds greatest hero Superman was originally born on Earth
era. Their first adventure with time travel was to prevent the and not Krypton, Earth Man (Kirt Niegrigh) led a movement
Time Institute from viewing the Creation of the Universe, to have all aliens deported from Earth. Bigotry and racism
which was quickly followed by a journey back in time to enlist grew until EarthGov seceded from the United Planets, out-
Superboy into their ranks. lawed all aliens, and disbanded the Legion of Super-Heroes.
Earth Man united with other super-powered humans who
During the Great Darkness, Darkseid (see Vol. 1) awoke from were rejected from various Legion tryouts to form the Justice
suspended animation, and using inanimate matter, created League of Earth and hunted down any remaining Legion-
reverse clones of heroes from the past as part of a plan to naires. Brainiac 5 (see Vol. 1) retrieved Superman from the
twenty-first century, and together with what remained of the Boy married his long-time girlfriend Duplicate Damsel (Luor-
Legion, defeated the new Justice League and heralded the nu Durgo) (see Vol. 1), and the pair retired from active service
return of Earth into the United Planets. to head the Legion Academy, where they helped train future
The Legion of Super-Heroes have faced countless foes includ- members of the Legion.
ing Darkseid, the Dark Circle, the Fatal Five (see Vol. 1), Glo- Chuck is a jovial and lighthearted man, eager to use his
rith, Grimbor the Chainsmith, the League of Super-Assassins, abilities to help those in need. He is reliable and loyal to his
the Legion of Super-Villains, Mordru, Pulsar Stargrave, and friends, and he loves his wife dearly, proving to be an atten-
the Taurus Gang. Fortunately, they can call upon the Science tive and romantic husband.
Police, the United Planets, the Wanderers, and the Heroes of
Lallor for assistance.
Bouncing Boy PL10 92 points
HQ: Legion Headquarters 18 points
Abilities: Str 1 Sta 3 Agl 0 Dex 0 Fgt 1 Int 1 Awe 1 Pre 0
Size: Gargantuan Tou 14 Features: Combat Simulator,
Powers: Inflated Rubber Ball Form (Sustained; Enhanced
Communications, Computer, Gym, Hangar, Holding Cells,
Advantage 7 (Defensive Roll 5, Improved Initiative, Move-by
Infirmary, Laboratory, Library, Living Space, Workshop
Action), Enhanced Skill 10 (Acrobatics +20), Leaping 5 (250ft.),
Movement 1 (Safe Fall), Protection 6 (Limited to Physical
Vehicle: Legion Cruiser 66 points
Attacks Only); Rebound Slam (Array (Limited to Only Usable
Size: Gargantuan Str 14 Speed 14 Def 2 Tou 11, Features: with Move-by Action), Strength-based Damage 10, AE:
Navigation System, Blaster Canons (Ranged Damage 12), Strength-based Burst Area Damage 5))
Space Travel 3
Equipment: Flight Ring (Communication 5 (subspace radio,
Anywhere, Limited to Distress Signal 3), Flight 7 (250 MPH);
Bouncing Boy Telepathic Ear Plug (Comprehend 3 (Languages), Mental
Communication 1 (Close Range)); Transsuit (Immunity 9 (Life
Support, except for starvation and thirst))
Chuck Taine, a young teenager from Earth, gained his super-
human powers when he accidently drank an experimental Advantages: Beginners Luck, Benefit (Legion Membership),
super-plastic formula instead of soda pop, thus developing Defensive Attack, Defensive Roll 5, Equipment 8, Improved
Initiative, Inspire 2, Interpose, Move-by Action, Power Attack
the ability to inflate like a balloon and bounce off walls, floors
and ceilings. Taking the name Bouncing Boy, Chuck failed to Skills: Acrobatics 10 (+20), Close Combat: Ricochet Slam Array 8
gain membership in the Legion of Super-Heroes on his first (+9), Expert: Earth 5 (+6), Expert: Instruction 8 (+9), Perception
attempt. Later, he helped Saturn Girl defeat an electrically 4 (+5), Persuasion 5 (+5), Vehicles 4 (+4)
powered super-villain, which resulted in his acceptance into Offense: Initiative +4, Ricochet Slam +9 (Close, Damage 11)
the Legion. Serving the Legion of Super-Heroes well, Bounc-
Defense: Dodge 6, Parry 6, Fortitude 3, Toughness 14, Will 4
ing Boy proved that his super powers were neither trivial nor
meaningless. His most common tactic was to bowl over ad- Totals: Abilities 14 + Powers 32 + Advantages 15 + Skills 17 +
versaries, allowing his rubber-like inflated skin to shrug off Defenses 14 = 92
most injuries. Bouncing Boy proved his worth as an inspi- Complications: MotivationResponsibility: Bouncing
rational teammate and a skilled combatant, though he was Boy recognizes that his powers can do some good and helps
particularly susceptible to having his powers removed. After out however he can. Relationship: Bouncing Boy is deeply
a career that brought well-deserved recognition, Bouncing devoted to his wife, Duplicate Damsel.
Phantom Girl
Tinya Wazzo is a native of Bgztl, a planet that exists in the
fourth dimension and possesses a link to the Phantom Zone.
Like all her people, Tinya Wazzo is able to phase out of reality
and become insubstantial, but she is the only person from her
world who can interact with this universe. Phantom Girl was
the fifth member to join the Legion of Super-Heroes, and is
an instrumental member of the Legion Espionage Squad. She
has a strong romantic relationship with fellow Legionnaire
Ultra Boy (Jo Nah), and they are quite open in their affection
for each other. Tinya has a bright, bubbly personality, but also
possesses a rebellious streak which is often seen when she
clashes with her mother.
Phantom Girl has developed her powers beyond what the av-
erage Bgztlian is able to achieve. She is able to fly under her
own power when insubstantial, and can phase some portions
of her anatomy while keeping others solid. When insubstan-
tial, Phantom Girl is able to pass through solid objects, and
is invulnerable to most forms of conventional damage. She
can occasionally see into the Phantom Zone, but this power
is unreliable at best.
Polar Boy Continuous), AE: Ice Blast (Ranged Damage 11), AE: Ice Snare
(Ranged Cumulative Affliction 11 (Resisted by Dodge; Hindered
and Vulnerable, Defenseless and Immobilized), Extra Condition,
Brek Bannon grew up on Tharr, the hottest world in the United Limited Degree), AE: Icy Surface (Cone Area Affliction 9
Planets with human habitation. The descendents of the origi- (Resisted by Dodge; Hindered and Vulnerable), Extra Condition,
nal colonists developed the ability to generate intense cold Limited Degree 2)); Ice Slide (Platform Flight 5)
to combat the overwhelming heat of their home world. Tak- Equipment: Flight Ring (Communication 5 (subspace radio,
ing the codename Polar Boy, Brek was the youngest person Anywhere, Limited to Distress Signal 3), Flight 7 (250 MPH);
ever to try out for Legion membership, but was rejected be- Telepathic Ear Plug (Comprehend 3 (Languages), Mental
cause he lacked control over his powers. Rather than feeling Communication 1 (Close Range)); Transsuit (Immunity 9 (Life
rejected, Brekk formed his own team, becoming the founder Support, except for starvation and thirst))
and first leader of the Legion of Substitute Heroes. These Sub-
Advantages: Beginners Luck, Benefit (Legion Membership),
stitute Heroes often lent aid to the Legion of Super-Heroes, Defensive Roll 3, Equipment 8, Leadership, Teamwork
but were disbanded when Polar Boy was successful in his bid
to become a Legionnaire. Despite his youthful exuberance, Skills: Expertise: Tharr 5 (+7), Perception 4 (+6), Persuasion 5 (+6),
Polar Boy proved to be a useful member of the LSH, which Ranged Combat (Ice Production Array) 6 (+9), Vehicles 4 (+7)
resulted in him serving a number of terms as a competent Offense: Initiative +2, Ice Blast +9 (Ranged, Damage 11),
and resourceful leader. A compassionate and friendly man, Unarmed +3 (Close, Damage 2)
Polar Boy is deeply dedicated to his teammates and is a quick, Defense: Dodge 10, Parry 8, Fortitude 6, Toughness 7/4*, Will 5
strategic thinker. * Without Defensive Roll.
Polar Boy is able to generate intense levels of cold that he Totals: Abilities 38 + Powers 47 + Advantages 15 + Skills 12 +
can use to encase opponents in ice, create ice or snow slicks, Defenses 18 = 130
ride ice slides, and even create weapons and tools of solid ice. Complications: MotivationRecognition: Polar Boy isnt
Despite his powers, Brek seems to be highly susceptible to a show off, but he wants to be regarded as competent and
catching the common cold. skilled and works hard to achieve that. Driven: Polar Boy is
determined and tenacious. He never gives up once he sets his
mind to something... which can also make him seem stubborn.
Projectras time with the Legion did not end there. The el-
ders of Orando deemed that she should perform a penance
for killing Nemesis Kid. Given further powers to see beyond
the illusions of reality, Projectra was sent back to the main
universe where she rejoined the Legion of Super-Heroes as
Sensor Girl. At first she kept her identity secret even from her
Shrinking Violet
Salu Digby comes from the planet of Imsk, whose natives
have the ability to shrink to microscopic proportions. Despite
her shy, retiring nature, she joined the Legion of Super-He-
roes under the codename Shrinking Violet. Salu proved to be
an exemplary member of the LSH and eventually formed a ro-
mantic relationship with Duplicate Boy of the Heroes of Lallor.
Several years into her time with the LSH, Shrinking Violet
was kidnapped by Imskian radicals and replaced by Yera, a
Durlan shapeshifter who assumed her identity. Despite Vi-
olets change in personality, her teammates only became
suspicious when she suddenly showed romantic interest in
Colossal Boy (Gim Allon) (see Vol. 1). Shrinking Violet was
eventually rescued, and returned to duty after recovering
from the traumatic stress of being kidnapped. More cynical
than she was before her abduction, Shrinking Violet became
more aggressive in dealing with criminals, and became an
important member of the Legion Espionage Squad. Deter-
mined never to be taken advantage of again, Salus personal
combat training has made her one of the best female hand-
to-hand combatants in the Legion. Violet broke off her re-
lationship with Duplicate Boy when she discovered that he
knew she had been replaced but had not alerted the Legion
nor attempted to rescue her.
Lightning Lad
Garth, Ayla, and Mekt crash-landed their powerless space- Unfortunately, Garths career in the Legion was plagued by
craft on the storm-ridden world of Korbal while returning trouble, including his own death and resurrection, the loss
to their home world of Winath from a party on another and regrowth of his arm, and Darkseid kidnapping his son
planet. While attempting to use the electrical discharges and turning him to the dark side (see Vol. 1).
of Korbals famed lightning beasts to recharge the crafts
power cells, the trio were accidently struck instead. Now
Personality
possessed of lightning powers, the trio recharged the cells
themselves and returned home. A short time later, Mekt Garth is short-tempered, rebellious and resists authority. This
disappeared and Garth decided to go to Earth to try to lo- often leads him into making brash, impulsive decisions that
cate him. Enroute, Garth, along with Imra Ardeen and Rokk endanger himself and others. Despite these personality flaws,
Krinn, foiled an assassination attempt on R.J. Brande, and Garth is considerate and caring to the people he loves and
as a result the three formed the Legion of Super-Heroes. respects.
2 3 3 4 3 1 0 2 Dodge 12 Fortitude 6
Parry 10 Toughness 8/3*
Powers
Will 5 * Without Defensive Roll
Lightning Blasts: Array (24 points)
Lightning Blast: Damage 12 (Ranged) 24 points Power Points
Ball Lightning: Ranged Burst Area Damage 8 1 point
Abilities 36 Skills 19
Chain Lightning: Ranged Damage 10 (Split 4) 1 point
Lightning Punch: Strength-based Damage 12 1 point Powers 70 Defenses 25
Lightning Storm: Burst Area Damage 10 1 point Advantages 19 Total 169
Lightning Immunity: Immunity (Electrical Effects) 10 points
Lightning Shield: Damage 8 (Reaction) 32 points Complications
Skills
Close Combat: Unarmed 3 (+6), Deception 4 (+6), Expertise:
Geography 8 (+9), Expertise: Winath 5 (+6), Intimidate 5 (+7),
Ranged Combat: Lightning Blasts Array 4 (+8), Technology 2
(+3), Treatment, 3 (+4) Vehicles 4 (+8)
Offense
Initiative +3
Ball Lightning +8 Ranged, Burst Area Damage 8
Chain Lightning +8 Ranged, Damage 10, Split 4
Lightning Blast +8 Ranged, Damage 12
Lightning Punch +6 Close, Damage 14
Lightning Storm +8 Close, Burst Area Damage 10
Unarmed +6 Close, Damage 2
Allies
Garth is married to Saturn Girl (Imra Ardeen Ranzz); their re-
lationship is often strained. He is also very close to his twin
sister, Lightning Lass (Ayla Ranzz). As a founding member of
the Legion of Super-Heroes, he is able to call upon them and
their allies when needed.
Enemies
Lightning Lad has a vast list of enemies, but his most hated
foe is his older brother, Lightning Lord (Mekt Ranzz). Mekt
has never forgiven Garth for having a twin, and continuously
tries to murder Garth in a misguided attempt to make Ayla
his own twin.
Allies
Personality
Justice League and Checkmate used to be his allies, but since
Max Lords arrogance is justified by his ability to get what he
revealing his true colors, he stands alone.
wants. His pragmatism is not burdened by things like mor-
als and principles. He has the advantage of knowing his own Enemies
weaknesses and has the patience and foresight to lay out his
plans in advance. Max made himself an enemy of the entire super hero commu-
nity, but he managed to push the world into forgetting he
Powers & Abilities ever existed. Despite that achievement, the former members
of the Justice League InternationalAtom, Booster Gold, Fire
Even without powers, Lord was a force to be reckoned with,
and Ice, plus the new Rocket Red and Blue Beetlestill re-
thanks to his persuasive and manipulative nature. He worked
member him, and still hunt him.
behind the scenes of the Justice League and Checkmate to
get whatever he set his sights upon. When the Dominators
Advantages
Benefit 3 (Status: Demon Lord), Fascinate (Deception),
Improved Defense, Ritualist, Seize Initiative, Skill Mastery
Satanus, brother to Blaze, the Queen of Hell, was born the son (Deception), Taunt
of the great wizard Shazam and an as-yet-unidentified demon- Skills
ess. Over time, he and his sister connived and battled their way
to the top of the infernal hierarchy, though the details of those Deception 18 (+24), Expertise: Hell 8 (+17), Expertise: Magic 6
struggles have never been revealed. His first appearance in mod- (+15), Insight 9 (+18), Intimidation 9 (+15), Perception 6 (+15),
ern times was in the guise of Newstime publisher Colin Thornton, Persuasion 8 (+14), Ranged Combat: Hellfire Trident 8 (+12)
in an attempt to use Superman as a pawn against his sister. Time Offense
and again he returned to torment the Man of Steel and other
heroes, only to be defeated by narrow margins (and his sisters Initiative +4
covert interference). Recently, he and his sister worked together Hellfire Blast +12 Ranged, Damage 12 Resisted by Fortitude
to seize control of Hell in a terrible civil war, but Blaze betrayed
Hellfire Trident +11 Close, Damage 14
him at the last second to take the infernal throne for herself.
Unarmed +9 Close, Damage 11
Personality
Defense
Satanus is a creature of deceit, hatefulness and naked ambi- Dodge 12 Fortitude Immune
tion who could no more turn to good than a fish could decide
to suddenly breathe air instead of water. He always has an Parry 12 Toughness 12
agenda always. Will 14
Power Points
Powers & Abilities
Abilities 122 Skills 36
Satanus possesses great mystical might, ranking him as one
Powers 179 Defenses 19
of the leading infernal powers. He can easily change form,
craft diabolically convincing illusions, grant wishes to his vic- Advantages 9 Total 365
Complications
Demonic Nature: Satanus is a spawn of Hell and is recognizable
Real Name: Unknown, possibly Satanus to properly attuned mystical senses as such.
but doubtful given the ways of demons My Dearest Enemy: Satanus most constant enemy is his sister
Occupation: Demon Lord and erstwhile ally Blaze, who normally operates against him
from the shadows.
Base: Mobile (Metropolis and various
dimensions of Hell are favorites)
Lex Luthor
Lex Luthor rose from humble beginnings to become fa-
mousand then infamousaround the world. Born and
raised in the farming community of Smallville, Lex was both
brilliant and arrogant from a young age. Disgusted by his
drunken and abusive father Lionel and with surroundings
he considered beneath him, Lex swore to find his way out of
Smallville to make his fortune. That opportunity came when
his father died suddenly of heart failure when Lex was a teen,
conveniently right after a large life insurance policy was tak-
en out in his name.
Since then, Lex Luthor has been the Man of Steels greatest
nemesis, and has come close to killing him on a number of
occasions. He was careful to ensure he could not be directly
connected to his crimes or attempts on Supermans life, al-
ways maintaining his public persona as a pillar of the Metrop-
olis business community.
Benefit 5 (Billionaire), Connected, Defensive Attack, Defensive Will 14 *Without Defensive Roll.
Roll 2, Eidetic Memory, Inspire 2, Improvised Tools, Inventor, Power Points
Languages 2, Leadership, Seize Initiative, Set-Up, Skill Mastery
(Expertise: Science, Technology), Ultimate Effort (Technology), Abilities 60 Skills 40
Well-informed Powers 0** Defenses 28
Skills Advantages 23 Total 151
Deception 8 (+12), Expertise: Business 7 (+18), Expertise: Science *See sidebar
13 (+24), Insight 7 (+10), Intimidation 4 (+8), Investigation 7
(+18), Perception 6 (+9), Persuasion 6 (+10), Ranged Combat: Complications
Guns 4 (+7), Technology 13 (+24), Vehicles 5 (+8) Arrogance: Luthor is supremely arrogant and confident in his
own abilities, but he needs recognition for his achievements.
Offense
Enemy: Superman
Initiative +2
Greed: Luthor has always been driven by a desire to have
Pistol +7 Ranged, Damage 3
everything he wants, no matter what he has to do to get it.
Unarmed +3 Close, Damage 2
Obsession: Luthor is obsessed with humbling and destroying
Superman.
Luthors Warsuit
One of Lex Luthors most recognizable devices is an
advanced battlesuit, incorporating alien technology
(probably from Apokolips) along with his own designs.
The Warsuit has the following effects:
Superman in particular. A ranting confession caught on tape so the whole world can see it, to bring the Man of Steel down
forced Luthor out of office and into hiding. to the level of ordinary humanity or lower, before finally de-
stroying him.
Since then, the criminal genius has been involved with the
Injustice League and the Secret Society and has made fur- By extension, Luthor hates all so-called heroes and has
ther attempts to gain his revenge on Superman, Metropolis, clashed with most of Supermans allies at one time or another.
and the world in general. Luthor was jailed for a time but
authorities used him to study different dangerous and alien
technologies. This allowed him the opportunity to escape Mercy
once again. His brilliance and technical skills have frequently
allowed him opportunities to earn pardons for his crimes by Luthors sometime bodyguard and personal aide, known
helping save the world from threats at critical times. only as Mercy, is a rogue Amazon he hired to work for him.
She served him on and off through his various schemes. For
Personality a time Mercy worked alongside an Amazon sister known as
Hope, with similar abilities, who stopped working for Luthor
Luthor believes his great intellect makes him superior to ev- and moved on at some point.
eryone else, while his great ambition makes him destined to
leave his mark on history. He seeks the adoration and respect
of the masses while simultaneously despising them. He hates Mercy PL9 105 points
that Superman, an alien, is more respected than him, Me-
tropolistrue hero. While Luthor claims his brilliant mind and Abilities: Str 10 Sta 8 Agl 2 Dex 2 Fgt 8 Int 0 Awe 1 Pre 2
hard-won skills are superior to the physical powers fortune Advantages: Attractive, Defensive Roll 2, Equipment 3,
bestowed on the Man of Steel, he secretly envies Supermans Ranged Attack 6
power, fame and popularity. Skills: Acrobatics 6 (+8), Athletics 4 (+14), Insight 4 (+5),
Intimidation 4 (+6), Perception 6 (+7)
Powers & Abilities
Offense: Initiative +2, Unarmed +8 (Damage 10)
The vast majority of Luthors power level comes from his
Defense: Dodge 8, Parry 8, Fortitude 10, Toughness 8, Will 8
massive Intellect and Technology ranks, sufficient for him to
routinely accomplish the near-impossible with a small cir- Totals: Abilities 66 + Powers 0 + Advantages 12 + Skills 12 +
cumstance bonus or the use of his Ultimate Effort. His traits Defenses 15 = 105
and point totals do not account for his astounding range of
inventions, which vary constantly. The GM should feel free
to give Luthor whatever plot devices are needed for the cur-
rent adventure, and have him come up with others virtually
at a whim.
Allies
Since he considers few his equal, Luthor has more pawns than
allies. He has worked with other highly intellectual criminals
such as Brainiac and Dr. Sivana on a basis of almost-equals.
More often, Luthor prefers the leadership role, gathering
criminals like the Injustice Gang or Injustice League around
him to execute his plans and deal with Supermans various
costumed allies, leaving the Man of Steel to him.
Enemies
Luthors greatest enemy is Superman. He has been obsessed
with humbling and destroying the hero of Metropolis from the
moment Superman displaced Luthor in the hearts and minds
of its citizens. He will go to almost any length to bring down
Superman. Ideally, Luthor wants to do more than simply kill his
foe. He would much rather prove his superiority to Superman
Equipment
Heavy Pistol: Ranged Damage 4 8 points
Advantages
Daze (Deception), Defensive Roll 3, Equipment 2, Inventor,
Set-up, Taunt
Skills
Deception 8 (+10), Expertise: Alice in Wonderland 12 (+18),
Expertise: Neurology 10 (+16), Ranged Combat: Pistol 4 (+8),
Sleight of Hand 8 (+12), Stealth 4 (+6), Technology 10 (+16),
Treatment 4 (+10)
Offense
Initiative +2
Heavy Pistol +8 Ranged, Damage 4
Mind Control Close, Affliction 10, Triggered
Defense
Dodge 12 Fortitude 6
Parry 8 Toughness 4/1*
Will 10 *Without Defensive Roll.
Power Points
Jervis Tetch was a skilled neurological researcher who be- Abilities 44 Skills 30
came delusional, eventually believing that he was the Mad
Powers 33 Defenses 27
Hatter from Alices Adventures in Wonderland. He abandoned
his career and began feeding his obsession with hats, using Advantages 9 Total 143
his hypnosis abilities and mind-control devices to steal. Bat-
Complications
man stopped Tetch and put him in Arkham Asylum, where he
remained for several years. Obsession: The Mad Hatter is obsessed with hats and Alice in
Wonderland.
Tetch eventually reappeared more sociopathic and sinister
than before his incarceration. His crimes still involved scenes Psychoses: The Mad Hatter exhibits symptoms of bipolar
disorder and an inability to distinguish the fictional universe of
from Alice and his headwear obsession, but the illusions his
Lewis Carrolls Alice in Wonderland from reality.
mind creates often involve the death and dismemberment of
his victims. to find herself caught in Tetchs delusional version of Lewis
Having recently been kicked out of the Secret Six, Mad Hat- Carrolls books.
ter is once again in Gotham City and slipping further down
the rabbit-hole of his own insanity. It is only a matter of time Personality
before he kills again, whether it is his former teammates Mad Hatters mind shattered long ago. He is obsessed with
who betrayed him or an innocent bystander who happens Lewis Carrolls Alices Adventures in Wonderland and Through
the Looking Glass and themes many of his crimes around char-
acters or events in the books. He has a difficult time separat-
Real Name: Jervis Tetch ing reality from the illusions his mind creates of scenes from
the novels, and is certainly obsessive-compulsive and some-
Occupation: Neuroscientist, criminal times outright homicidal. His other obsession is hats and ob-
Base: Gotham City jects that fit over the head, including Batmans cowl.
Madame Xanadu
Madam Xanadu was the legendary Nimue, sister of Morgaine
le Fey and Vivienne (The Lady of the Lake). Descended from
the same Atlanteans that would eventually become the Homo
magi, over the centuries she has wandered the world and
learned from, loved and feuded with many of the most power-
ful practitioners of the art. In modern times she operates out
of a small shop in Greenwich Village wherein she imprisons ar-
cane menaces and seeks redemption for mistakes of old.
Personality
Distrustful of authority figures who act from a sense of righ-
teousness, Madame Xanadu is unforgiving toward those
forces and individuals who use power for their own gain and
are careless of its cost to othersor who are all too willing to
sacrifice others for their own agendas.
Allies
Shadowpact, The Sentinels of Magic (with the notable excep-
tion of the Phantom Stranger), Tim Hunter, and her assistant
Daena all call Xanadu their ally with varying degrees of at-
tachment.
Enemies
Too many to mention; additionally, she has personal feuds
with both Merlin and The Phantom Stranger.
0 2 1 2 4 5 5 4 Initiative +1
Attractive, Fascinate (Persuasion), Move-by Action, Precise Will 8 *Without Static Aura.
Attack (Ranged; Cover), Uncanny Dodge Power Points
Powers & Abilities Split Personality: Magenta is an evil identity in the mind of
the mousy Frances Kane.
Magenta can control ferrous metals by creating and manipu-
lating magnetic fields.
Enemies
Allies Magenta is a long-time opponent of Wally West. She reflects
A one-time friend of Wally West and the Teen Titans, Magenta the hurt and rejection Frances felt when Wally ended their
became a villain and joined the Injustice League, the Project relationship as well as Frances abiding attraction to Wally; a
and eventually the Rogues. true fatal attraction in Magentas case.
Magog
Lance Corporal David Reid was a U.S. Marine assigned to pro- After discovering the threat that Gog posed to the entire
tect the National Museum of Iraq from looters during the Iraq planet, most of the Justice Society turned against him, but
war. While in pursuit of a looter, Reid came upon a stone arti- the grateful Reid initially defended Gog. Eventually, disgusted
fact of the old god Gog. After touching the artifact, Reid lost by Gogs underhanded methods and use of torture, Magog
consciousness and awoke to discover he now had the ability turned against his savior and beheaded Gog with his staff.
to generate plasma energy and channel it into destructive
blasts through an Eve of Providence mark that had appeared When the Justice Society All-Stars (see Vol. 1) split off from
on his left arm. Reid soon took up the life of a super hero the rest of the Justice League, Magog joined them, taking up
codenamed Lance and joined the Justice Society. a leadership role on the new team.
Later the Justice Society teamed up with Gog to counter a Eventually Magog came into conflict with a weapons-develop-
militia uprising in Africa. A rocket blast killed Reid, completely ment group called Flashpoint and attacked one of their under-
destroying his left arm and one side of his face. Gog resurrect- ground facilities. In retaliation, Flashpoint leader D.P. Macklin
ed Reid, reforming his crippled body in Gogs own image by framed Magog for a prison break. After a conflict with both es-
giving Reid cybernetic replacements for his missing left arm caped prisoners and fellow Justice Society All-Stars members,
and right eye. Gog dubbed the risen Reid Magog and gave Magog was kicked out of the Justice Society All-Stars.
him a golden spear through which to focus his energy blasts.
Personality
Magog is the quintessential antihero. He conducts himself
Real Name: David Reid with military efficiency, and expects those around him to do
Occupation: Marine (Lance Corporal), vigilante the same. In combat he gives no quarter and expects none. To
his foes, Magog is ruthless and deadly, unafraid to use lethal
Base: None force if he believes the situation warrants it.
Advantages
Accurate Attack (Plasma Blast), All-out Attack, Close Attack
3, Fearless, Improved Aim, Improved Critical 2 (Plasma Blast),
Inspire 2, Leadership, Move-by Action, Power Attack, Quick
Draw, Ranged Attack 6, Ranged Attack 3 (Plasma Blast), Startle,
Takedown, Uncanny Dodge
Skills
Athletics 4 (+15), Deception 4 (+8), Expertise: Tactics 8 (+9),
Insight 4 (+6), Intimidation 7 (+11), Perception 6 (+8), Persuasion
4 (+8), Stealth 4 (+7), Technology 6 (+7), Vehicles 5 (+8)
Offense
Initiative +3
Plasma Blast +12 Range, Damage 14, Crit. 18-20
Powers & Abilities Armor Piercing Staff +13 Close, Damage 13, Crit. 19-20
Magog can generate large quantities of plasma energy, which Unarmed +13 Close, Damage 11
he used to channel into energy blasts through a device in his left
arm. Since his left arm was blown off and replaced by a cybernet- Defense
ic arm, Magog uses a golden staff given to him by Gog to channel Dodge 13 Fortitude 14
his energy blasts. Magogs other powers include super-strength
Parry 14 Toughness 12
and durability, flight and teleportation, as well as super vision
that allows him to see beyond the visible spectrum into other Will 10
wavelengths, such as the infrared and ultraviolet spectrums.
Power Points
After being brought back to life by the godlike being known Power Loss: As David Reid, Magog appears as a normal
as Gog, Magog turned on his savior, preferring death to the human, badly scarred and lacking most of his powers.
servitude Gog demanded of him. He has also faced off against Power Loss: Since his left arm was destroyed and replaced by a
Miasma, the lord of an underground city. Magogs greatest foe cybernetic arm, Magog cannot channel his plasma into energy
is a covert weapons-development group called Flashpoint, op- blasts without his golden staff.
erated by D.P. Macklin, the warden of Haven Prison.
Major Disaster
One day, while he was still a lowly street criminal, Paul Booker
broke into the apartment of Tom Kalmaku, friend and confi-
dant of Green Lantern Hal Jordan. There he found Kalmakus
casebook containing a number of Jordans secrets, including
Jordans dual identity as the Green Lantern and the Flashs
real name. Booker saw an opportunity to take advantage of
his good fortune by killing the two crime fighters and tak-
ing control of the Coast City underworld. He soon created
the costumed identity of Major Disaster and commissioned a
couple of rogue scientists to build him powerful gravometric
weapons. Needless to say the scheme floundered, and Jordan
used his power ring to wipe the secrets from Bookers mind.
Personality
Paul Booker is a man consumed by regret. Hes trying hard to
atone for past mistakes but in the end, his guilt always seems
3 3 2 1 2 1 1 1 Initiative +2
Major Force
Following the assumed failure of the Captain Atom Project, ity for imagination. He is (largely) loyal to his superiors, but
Zmeck was given a chance to redeem his crimes by being that wont stop him from being as violently and sadistically
subjected to a double application of Dilustel followed by malicious as possible while following orders. He is no great
exposure to a different type of irradiated bomb. As with thinker, however, a fact that limits his strategies and also how
Captain Atom, this operation thrust Zmeck into the future creatively he employs his control of dark matter.
where General Eiling gave him his name and costume be-
fore recruiting him to work for shadowy government or- Powers & Abilities
ganizations. Major Force has since faced off against many
Major Force is encased in Dilustel, allowing him to manipu-
heroes, frequently with the U.S. governments sanction, and
late and draw power from the universal quantum field, as well
has been killed several times as a resultbut always comes
back for more.
Personality
Real Name: (Sergeant) Clifford Zmeck
Occupation: U.S. government agent, soldier
A multiple-murderer and psychopath who revels in violence,
Major Force is a vengeful man with little initiative or capac-
Base: Washington, D.C.
Advantages
All-out Attack, Benefit (Security Clearance), Power Attack,
Ranged Attack 9
Skills
Athletics 5 (+22), Close Combat: Unarmed 3 (+11), Deception
2 (+2), Expertise: Military Science 3 (+3), Intimidation 8 (+8),
Investigation 2 (+2), Perception 3 (+4), Persuasion 4 (+4)
Offense
Initiative +2
Dark Matter Blast +14 Ranged, Damage 14
Quantum Blast +8 Ranged, Damage 17
Unarmed +11 Close, Damage 17
Defense
Dodge 8 Fortitude 14
Parry 10 Toughness 14
Will 8
Allies
He has taken marching orders from the Quorum, S.H.A.D.E.,
and the Injustice League, as well working directly for Presi-
dent Luthor while Lex was still in power.
Enemies
Zmeck despises his predecessor, Captain Atom, and he feels
equal hate for all Green Lanterns.
Advantages
Close Attack, Defensive Roll 2, Favored Environment
(Nighttime), Improved Critical (Claws), Improved Initiative,
Move-by Action, Startle
Skills
Acrobatics 8 (+15), Athletics 8 (+14), Expertise: Zoology 8 (+12),
Intimidation 8 (+9), Perception 10 (+13), Stealth 8 (+15)
Offense
Initiative +11
Claws +11 Close, Damage 7, Crit. 19-20
Unarmed +11 Close, Damage 6
Defense
Dodge 10 Fortitude 10
Parry 10 Toughness 8/6*
Dr. Kirk Langstrom was a biologist who specialized in the
study of the genus Chiroptera (bats). He discovered that he Will 8 *Without Defensive Roll.
was going deaf and, rather than live with his disability, he Power Points
attempted to distill a serum that would grant him a bats
heightened sense of hearing. He succeeded, but his serum Abilities 82 Skills 25
had the unfortunate side effect of transforming him almost Powers 9 Defenses 12
completely into a human-sized bat.
Advantages 8 Total 136
Man-Bat, quickly losing touch with his human nature, ram- Complications
paged through Gotham City until Batman stopped him. Rath-
er than incarcerate the unfortunate scientist, Batman helped Normal Identity: If the bat-gland serum wears off or is
Langstrom administer an antidote, thus giving Man-Bat some countered by an antidote, Man-Bat reverts to Kirk Langstrom,
control over his transformation as long as he injects the anti- who has STR 0, STA 0, AGI 1, DEX 1, FGT 1, and none of Man-Bats
dote before his reason disappears. powers, advantages or skills except for Expertise.
Sensitivity to Light and Sound: Man-Bats heightened senses
Man-Bat rarely acts with evil intent, but often falls victim to are susceptible to loud noises and bright light.
delusional beliefs, the most common being that his wife and
daughter are dead. His animal side removes his reason so that
the less human and more brutal he becomes. Dr. Langstrom
Langstrom becomes ruled by fear and his violent response to
is not a typical villain; he loves his wife and child and it is
it. Villains like Rs al Ghl have used this to their advantage to
only under the transformative power of the serum that he
manipulate Man-Bat. He is one of the few people to know the
becomes the violent Man-Bat, often believing (erroneously)
location of the Batcave because he followed a flock of bats
that his loved ones are dead and a real or imagined enemy
there, but he cannot find it when he is human.
must pay.
Manhunter
Manhunter (Kirk DePaul) PL9 Manhunter (Kirk DePaul)
STR STA AGL DEX FGT INT AWE PRE Kirk DePaul is the only one of the Councils Paul Kirk clones
that is known to be living; the others were located and killed
3 3 4 4 8 1 3 5
by Paul Kirks former allies. The clone fled from his masters
Powers after he felt an odd twinge of guilt in battle.
Healing Nanobots: Regeneration 3 3 points DePaul, as he chose to call himself, earned a living as a
Equipment highly paid freelance operative and somehow managed to
remain under the radar of the super hero community until
Mauser: Ranged Damage 4 8 points he finally crossed paths with Nightwing. Shortly thereafter,
Shuriken: Ranged Multiattack Damage 3 3 points Josiah Power recruited DePaul, offering him a full partnership
Katar (Long Dagger): Strength-based Damage 2 2 points in the Power Company.
Advantages
Personality
Accurate Attack, Assessment, Chokehold, Close Attack 2,
Defensive Attack, Defensive Roll 3, Equipment 3, Great Kirk DePaul is an arrogant, swaggering hero-for-hirea sort
Endurance, Improved Initiative, Instant Up, Power Attack, of twisted hybrid of Paul Kirks 1940s and modern-day perso-
Precise Attack (Ranged; Concealment), Ranged Attack 7, nas. DePaul likes to boast that hes only interested in money,
Takedown, Throwing Mastery 2, Tracking but he regularly proves that he does have a conscience.
Skills
Acrobatics 5 (+9), Athletics 3 (+6), Close Combat: Katar 3 (+11), Real Name: Kirk DePaul
Deception 6 (+11), Expertise: Tracking 5 (+6), Insight 4 (+7), Occupation: Mercenary
Intimidation 3 (+8), Perception 5 (+8), Persuasion 3 (+8), Sleight
of Hand 2 (+6), Stealth 5 (+9), Treatment 3 (+4), Vehicles 2 (+6)
Base: Mobile
Offense
Initiative +8
Unarmed +10 Close, Damage 3
Katar +13 Close, Strength-based Damage 5
Mauser +11 Ranged, Damage 4
Shuriken +11 Ranged, Multiattack Damage 3
Defense
Dodge 11 Fortitude 8
Parry 11 Toughness 6/3*
Will 8 * Without Defensive Roll.
Power Points
Abilities 62 Skills 25
Powers 3 Defenses 20
Advantages 28 Total 138
Complications
Honor: Manhunter has a strong sense of honor. Hes not sure
where it came from, but its existence makes him unlike the
other Paul Kirk clones.
Greed: Manhunter is in the hero business to make money
as long as that goal doesnt conflict with his sense of honor.
Skills
Acrobatics 6 (+8), Athletics 6 (+10), Close Combat: Clawed
Gauntlet/Unarmed 9 (+14), Expertise: Law 6 (+8), Insight 7 (+8),
Intimidation, 4 (+6), Investigation 6 (+8), Perception 7 (+8),
Ranged Combat: Power Staff 10 (+13), Stealth 6 (+8)
Offense
Initiative +6
Power Staff +13 Ranged Damage 5
Clawed Gauntlets +14 Close, Damage 4, Penetrating 4
Unarmed +14 Close, Damage 4
Defense
Dodge 10 Fortitude 8
Parry 10 Toughness 8/7*
Will 6 *Without Defensive Roll.
Power Points
Abilities 38 Skills 34
Powers 32 Defenses 24
Advantages 6 Total 135
Complications
Driven by Justice: As a lawyer, Kate Spencer is bound by the
complications of the legal system, but as Manhunter she can
do whatever it takes to ensure that the wronged get justice
and villains are punishedeven if it means using lethal force.
Single Mother: Spencer is a single mother to her son Ramsey,
and often struggles to balance her careers as a lawyer and
Manhunter while protecting her son from the demands and
dangers of both roles.
The Manhunters would build a new world, Biot, and with the
arrival of Cyborg Superman they returned to plotting against
the re-forming Green Lantern Corps. As the Manhunters new
Grandmaster, Cyborg Superman decreed sentient life need
not be destroyed in order to complete their missionit only
needed to be controlled. As such, Cyborg Superman devised
new android models and outfitted the Manhunters with bio-
logical components to make them more like him. Using the
supposedly dead Lost Lanterns to power their efforts using
the Lanterns links to the power battery of Oa, the Manhunt-
ers created a new power battery of their own to supercharge
their weaponry via these new organic components. One of
the Lost Lanterns escaped, however, involving Green Lan-
terns Guy Gardner and Hal Jordan in the resulting investiga-
tion.
Though defeated when Hal Jordan and the Lost Lantern Ari-
sia used a controlled Highmaster to destroy the Manhunters
power battery, the robots rose from defeat by joining with
the Sinestro Corps, transforming themselves into mobile yel-
low power batteries capable of draining rings of other colors.
Subsequently, their New Warworld and most of the Manhunt-
ers were destroyed during Sinestros assault on Earth.
Though there is a standard Manhunter configuration, alter- different use for captured Green Lanterns. The Highmaster
nate models also exist. These models feature different ca- opens its chest cavity to release ensnaring tendrils that inject
pabilities and varied appearances to suit a specific function, the subject with Willhunters. The Green Lantern is drawn into
such as close support or infiltration via disguise. The most the Highmasters chest and, once sedated by the Willhunters,
recent configurations include the Willhunter and Highmaster the Highmaster uses the captive Green Lantern as a living
models, both of which were created by Cyborg Superman battery, drawing upon its victims energy in order to enhance
(see Vol. 1). its own weaponry.
The Martian Manhunter found his first true colleagues and Powers & Abilities
friends on Earth upon joining the Justice League of America.
Although initially suspicious of a telepathic, shape-changing The Martian Manhunter is one of the most powerful heroes
alien who seemed to come up with a new power every week, in the world: the early members of the Justice League used
the other members of the League came to accept Jonn as to joke how there seemed to be no end to Jonns powers.
one of their own. This helped to cushion the terrible blow He is nearly as strong, fast and tough as Superman or Won-
when he learned Dr. Erdels device transported him not only der Woman, and also has virtually complete mental con-
through space, but millennia through time. Mars is a dead trol over his physiology. He can change shape and become
world, and Jonns peopleincluding his wife and childare intangible or invisible at will. Jonn is also a powerful and
long gone. skilled telepath, able to read minds, communicate men-
tally over great distances and even influence the minds of
Jonn chose to focus his energies on his adopted world and others to a degree. His sole weakness is fire, which robs
his family within the Justice League. Various incarnations of him of his powers and renders him as vulnerable as an or-
the team have relied upon him as their best strategist and or- dinary human.
ganizer, including his ability to keep members in telepathic
contact over great distances. He has also explored Earth, tak- In addition to his regular set of powers, Jonn has consider-
ing on many human guises of different races, genders and able potential for power stunts, allowing him to display an
nationalities, operating in areas of the world largely ignored even greater range of effects than usual. Some of his potential
by other heroes. stunts include:
16 10 2 2 8 3 4 3 Initiative +2
Allies
A founding member of the Justice League, Jonn
counts the other founding members amongst his
best friends and allies. In particular he has worked
often with Batman, Superman, Aquaman and
Green Lantern.
Enemies
The Martian Manhunters foes include the Hu-
man Flame (who wears a special suit that
can project fire), the Master Gardener and
his Lizard-Men, and the evil genius Profes-
sor Hugo. He has confronted a number of
rogue members of his own race as well, in-
cluding the warlike White Martians and his
own brother, Malefic.
Powers & Abilities Agile Feint, Benefit 1 (Cipher), Close Attack 4, Defensive Roll 4,
Evasion 2, Improved Initiative 8, Interpose, Instant Up, Languages
Empowered by the Speed Force, Max can move at tremen- 3 (Cantonese, Japanese, Mandarin, Russian), Move-by Action,
dous speeds and vibrate through solid objects unharmed. He Seize Initiative, Takedown
is also a highly skilled acrobat.
Skills
Allies Acrobatics 6 (+9), Athletics 6 (+8), Close Combat: Unarmed 2
(+10), Deception 5 (+6), Expertise: American Indian Culture
During World War II, Max worked with the Freedom Fighters & History 9 (+12), Expertise: Chemistry 4 (+7), Expertise:
and was assisted by his manservant Hoo Mee and friend Sho- The Speed Force 9 (+12), Insight 5 (+7), Intimidation 4 (+5),
shone. Hes now close to the entire Flash family, especially Perception 5 (+7), Persuasion 5 (+6), Stealth 4 (+7)
Bart Allen. His former archenemy Dr. Augustus Morlo is now
a friend as well. Offense
Initiative +35
Unarmed +10 Close, Damage 2
Defense
Dodge 16 Fortitude 10
Parry 16 Toughness 7/3*
Will 10 * Without Defensive Roll.
Power Points
Abilities 42 Skills 32
Powers 97 Defenses 22
Advantages 4 Total 197
Complications
Doing Good: Max believes in fighting for whats right in all the
eras in which he has lived.
Weakness: Extra effort involving Speed threatens to draw Max
into the Speed Force.
Relationship: Max has a daughter, Helen Claiborne.
Metallo
Petty thief John Corben would have died in a terrible car ac- most formidable weapon, however, is his kryptonite heart
cident if robotics genius Professor Emmet Vale hadnt found which poses an obvious threat to Superman.
and rescued Corben from the wreckage. Vale removed Cor-
bens brain from his badly damaged body and implanted it Allies
in Metallo, a formidable robotic frame powered by a kryp-
Corben is a frequent (and often reluctant) ally of Lex Luthor
tonite meteor. Because he believes that Superman is actually
and Brainiac, since the three share an intense hatred for the
an alien menace with a secret plan to dominate the world,
Man of Steel.
Vale tried to convince Metallo to destroy the Man of Steel, but
an angry Corben murdered his rescuer instead.
Personality
The transplant that placed John Corbens brain in a power-
ful robotic body also rendered him completely insane. Hes
now a dangerous homicidal maniac who will kill just about
anyone for sport, though hes particularly bent on destroying
Superman. Corbens dementia makes it easy for others to ma-
nipulate him.
Metamorpho
Rex Mason was a globetrotting adventurer and soldier of
fortune who was in love with Sapphire Stagg, the daugh-
Personality
ter of his sometimes employer, industrialist Simon Stagg. Rex is headstrong and brave to the point of recklessness. An
He refused to marry his beloved Sapphire until he had everyman sort of hero, he remains modest and surprisingly
amassed his own fortune, however, a desire that Simon unassuming despite his abilities, which he resents for setting
used to manipulate him. Sent to recover the Orb of Ra, him apart from the rest of humanity. As a former soldier of
a fabled artifact, Mason was ambushed by Java, Staggs fortune, Mason is pragmatic and very adaptable to different
bodyguard, before he could finish the job, and was left situations and cultures, even without his superhuman abili-
for dead. Instead of killing him as Java intended, his pro- ties.
longed exposure to the Orb turned Mason into the freakish
Metamorpho, The Element Man. Powers & Abilities
Since that time, Mason has made good use of his abilities, Metamorpho was changed into an elemental being by his ex-
albeit reluctantly, to fight the good fight, all the while trying posure to the Orb of Ra, becoming one of the metamorphae
to find a way to return to human form. Thanks to interfer- Ra created to aid in the gods eternal fight against the serpent
ence from her father, Masons relationship with Sapphire, of the night, Apep. He can change his shape and transmute
despite the birth of their son, remains a troubled and dis- into any element found in the human body. Metamorphos
tant one. inhuman form grants him incredible durability and superhu-
man strength. He is essentially immortal until such time as
Ra grants him rest, and has died and been resurrected more
Real Name: Rex Mason than once; this is better handled as a plot device rather than
a power, given as its generally been out of Masons control,
Occupation: Adventurer, former soldier of fortune but Gamemasters who desire otherwise can add Immortality
Base: Mobile 1 to his powers.
11 12 8 2 8 1 1 2 Initiative +12
Gaseous/Liquid Form Close, Cloud/Shapeable Area
Powers
Progressive Affliction 7, Resisted
Chemical Elemental: Immunity 8 (Age, Cold, Critical Hits, by Fortitude
Disease, Heat, Poison, Pressure); Protection 2; Impervious
Shapeshifted Limbs +10 Close, Damage 14
Toughness 8; Senses 2 (Detect Chemical Composition
(touch, Analytical)) 20 points Unarmed+10 Close, Damage 11
Limited Shapeshifting: Strength-based Damage 3, Variable
Defense
Descriptor (bludgeoning from hammer hands, slashing
from scissor hands, etc.); Elongation 3; Leaping 4; Morph 2, Dodge 10 Fortitude 14
QuirkCannot change colors 20 points
Parry 10 Toughness 14
Transmutation: Array (58 points)
Chemical Manipulation: Transform 14 (a substance into Will 9
another substance derived from chemical reactions),
Precise, Subtle 58 points Power Points
Gaseous Form: Cloud Area Progressive Affliction 7 Abilities 90 Skills 26
(Resisted by Fortitude; Dazed, Stunned, Incapacitated);
Powers 100 Defenses 14
Cloud Area Concealment 4 Attack (All Visual); Flight 3 (16
MPH); Insubstantial 2 1 point Advantages 7 Total 237
Liquid Form: Shapeable Area Progressive Affliction 7
(Resisted by Fortitude; Dazed, Stunned, Incapacitated); Complications
Shapeable Area Concealment Attack 4 (All Visual, Limited to Freakish Appearance: As Metamorpho, Rex Mason is an
Underwater); Insubstantial 1; Swimming 4 (8 MPH). 1 point obvious metahuman, oddly colored and possessing strange
skin textures.
Advantages
I Want My Life Back!: Mason is an unwilling metahuman,
Close Attack 2, Diehard, Great Endurance, Improved Initiative, desperate to be rid of his powers and restored to a normal
Seize Initiative, Uncanny Dodge human state.
Skills Vulnerability: Anyone possessing the Orb of Ra can use it to
incapacitate or control Metamorpho using a mental command.
Athletics 4 (+15), Deception 6 (+8), Expertise: Soldier of Fortune
Mason has no defense against the Orb of Ra.
8 (+9), Insight 8 (+9), Intimidation 6 (+8), Investigation 6 (+7),
Perception 6 (+7), Ranged Combat: Guns 4 (+6), Vehicles 4 (+6)
Mirror Master
MIrror
Sam Scudder first discovered his powers while performing
menial work in prison, where he accidentally poured a unique Real Name: Sam Scudder (I), Evan McCulloch (III)
chemical on a mirror. Intrigued by the strange properties the
mirror developed, Scudder eventually discerned the different
Occupation: Criminal, mercenary
powers at his disposal, the first being the ability to create mir- Base: Mobile
ror duplicates of people so they could commit crimes in his
stead.
sion to Oas past, but his pride caused him to bicker with his
He escaped prison through the Mirror Dimension, where he partners Icicle and Maaldor, activating a trap that killed the
was adopted by a race that was fascinated by his ability. three of them before they could accomplish their objective.
Bored to tears, Scudder tricked Flash into the Mirror Dimen-
For a brief time, Digger Harkness, the first Captain Boomer-
sion to help him return to the real world, but Flash simply put
ang, used the Mirror Master equipment to commit crimes
him back in jail.
behind the back of the Suicide Squad, to which he belonged
Scudder encountered Flash many times, as a member of the at the time.
Rogues and many other criminal groups, including the Secret
The third and current Mirror Master is Evan McCulloch. The
Society of Super-Villains. During the Crisis on Infinite Earths,
Scottish mercenary grew up in an orphanage and, after failing
Mirror Master joined Lex Luthor and other villains in the mis-
to make an honest living, became one of the best hit men in
Advantages
Close Attack 2, Connected, Defensive Attack, Defensive Roll 2,
Evasion, Improved Aim, Improved Initiative, Inventor, Precise
Attack 2 (Close and Ranged; Cover), Ranged Attack 2, Redirect,
Uncanny Dodge
Skills
Close Combat: Holo-Mirror 5 (+8), Deception 5 (+5), Expertise:
Underworld 6 (+7), Insight 6 (+8), Perception 7 (+9), Persuasion
6 (+6), Ranged Combat: Holo-Mirror 4 (+8), Ranged Combat:
Mirror Gun 2 (+6), Technology 9 (+10)
Offense
Initiative +6
Unarmed +7 Close, Damage 2
the country. His life turned around when he realized his latest
Holo-Mirror +10 Close or Ranged, Varies up to 10 hit had been his biological father, whom he recognized from
Mirror Gun +8 Ranged, Damage 12 the photo he carried from when he was given up in adoption.
He was too late to contact his mother, for depression led her
Defense to commit suicide. McCulloch was ready for a change when
Dodge 10 Fortitude 8 an American consortium approached him, offering him the
gear of the first Mirror Master to act as a black-ops hit man in
Parry 10 Toughness 8/6* the guise of a super-villain.
Will 8 *Without Defensive Roll.
When his employers sent him to scare Animal Man by threat-
Power Points ening his family and later to kill them, McCulloch rebelled;
Abilities 34 Skills 25
this was against his code of honor. Instead he killed his em-
ployers and went freelance, eventually joining the Rogues to
Powers 100 Defenses 26 take Scudders place.
Advantages 16 Total 201
He was an asset for various plans and agencies, among them
Complications the demon Neron, Libra, the Suicide Squad and Lex Luthor,
though he betrayed the latter when Batman offered him
Addiction (Evan McCulloch): Evan McCulloch is addicted to
cocaine, though Captain Cold is helping him kick the habit
twice the pay in the form of a donation to the orphanage
(by kicking him for being an idiot). where McCulloch grew up.
No Women, No Children (Evan McCulloch): Like the other McCulloch remains free and abroad along with his fellow
Rogues, Mirror Master refuses to harm innocent women and Rogues, struggling with a cocaine addiction he acquired dur-
children. While this mostly manifests as reluctance in the case ing his time in the Suicide Squad.
of female and teenage super heroes, he did once protected
fallen heroines from being sexually assaulted by Doctor Light. Personality
Past Ties (Evan McCulloch): McCulloch has assumed some
Sam Scudder was an ingenious criminal, but not a genius.
responsibility for the orphanage where he grew up and
Most of his applications of reflections and his discovery of the
donates part of his criminal earnings to its support.
Mirror Dimension were coincidence. He was persistent and
Petty Pride (Sam Scudder): While ingenious and visionary, had a cruel streak, which he indulged using his ability to cre-
the first Mirror Master was still a petty criminal hampered by ate illusions and dastardly plots.
short-term goals and narcissistic pride.
His successor, Evan McCulloch, is very different, a toughened Both Mirror Masters use mirrors and the properties of light and
mercenary, pragmatic and a bit at odds with himself. He does reflections to create a bewildering number of effects, some il-
not regret his criminal ways, but he follows a strict code of lusory, others quite real. They can create mirror duplicates of
honor that he actively enforces, and he has his priorities set themselves and others, confound peoples sight, focus light de-
very clearly; to the point of betraying a client (and seeking structively, teleport through reflective surfaces and even travel
revenge) if innocent women and children are harmed in the to the dimension that exists behind every mirror.
course of his work.
Allies
Powers & Abilities
Both Mirror Masters are part of the Rogues, bound by the odd
Sam Scudder discovered the properties of his mirrors and ex-
but resilient comradeship that connects these villains.
perimented with them extensively. Evan McCulloch may not
fully understand the theory behind Scudders gear, but he is Enemies
just as clever in its use, and his mercenary know-how adds a
new dimension to its capabilities. As part of the Rogues, Mirror Masters main enemy is the
Flash, but he has faced other crime fighters such as Batman.
Miss Martian
MIss There isnt a great deal known about Miss Martian before
her time with the Titans. When she first appeared, she was
pretending to be a Green Martian. Her true lineage was re-
vealed later as a result of unintended circumstances. As a
White Martian, she could have come to Earth as part of the
Hyperclan-led invasion or even earlier; the Martian Man-
hunters discoveries have proven that various White Mar-
tians made it to Earth at different times over the millennia
since their home world became a wasteland. She has thus
far shown herself to be heroic, selfless and bravetraits
more commonly associated with the Green Martians
though she also possesses the naivet that implies youth in
any species.
Personality
Mgann Morzz is good-natured and even cheerful, which is
surprising because she is a White Martian, a race known for
single-minded aggressiveness and brutality. Currently, she
is fighting her darker instincts, which appear in the form of
a telepathic echo of her ruthless future self trapped in the
young Miss Martians mind.
14 9 2 2 8 1 1 1 Abilities 76 Skills 25
Offense Allies
Initiative +2 As a member of the Teen Titans, she can presumably call upon
her various teammates when needed. Her relationship with
Martian Vision +10 Ranged, Damage 10
the other White Martians is unknown at this time.
Unarmed +10 Close, Damage 14
Defense Enemies
Dodge 10 Fortitude 12 Given her personality and heroic tendencies, it is likely other
White Martians would consider her a rogue element (or pos-
Parry 10 Toughness 14/12*
sibly even deranged). Her time with the Titans also makes the
Will 12 *Without Density teams enemies her enemies.
The MIst
The MIst (Nash) Real Name: Nash
The girl named Nash represented a nearly forgotten branch Occupation: Villain Base: Opal City, MD
on the Mist family tree until her brother was killed in his first
battle as the Mist. Her brothers death broke her fathers spirit
but inspired Nash to become the villain her father sought to then returned home to exact her final revenge on Jack Knight
continue his legacy. After subjecting herself to the same pro- and Opal City.
cess that gave her father his powers, the new Mist attacked
Jack Knight, the new Starman who was the son of her fathers Personality
greatest nemesis. She defeated Starman and used him to
Once, the Mist was a timid, stuttering girl. But the death of her
father her child, binding together the bloodlines of the two
brother forged a new personality, that of a cruel villainess who
families.
would murder without hesitation to prove herself worthy of
The Mist traveled to Europe and proved herself worthy of the Mist name and guarantee her familys nefarious place in
her fathers name by killing three members of Justice League history. Only her love for her daughter and her playful flirting
EuropeAmazing Man, the Crimson Fox and Blue Devil. She with Jack Knight betrays any sign of the girl she once was.
Equipment
Submachine Gun: Ranged Multiattack Damage 4 12 points
Knife: Strength-based Damage 1, Improved Critical 1 point
Leather Jacket: Protection 1 1 point
Advantages
Benefit 3 (Millionaire), Defensive Attack, Defensive Roll 4,
Equipment 9, Evasion, Extraordinary Effort, Improved Aim,
Instant Up, Power Attack, Seize Initiative
Skills
Acrobatics 9 (+11), Athletics 8 (+10), Close Combat: Knives 12
(+13), Close Combat: Unarmed 12 (+13), Deception 9 (+11),
Expertise: Tactics 8 (+10), Intimidation 8 (+10), Perception 5
(+6), Ranged Combat: Guns 10 (+13), Stealth 9 (+11)
Offense
Initiative +2
Knife +13 Close, Damage 2, Crit. 19-20
Living Mist Close, Cloud Area Weaken Abilities
6, Resisted by Fortitude
Submachine Gun +13 Ranged, Multiattack Damage 4
Unarmed +13 Close, Damage 1
Defense
Dodge 12 Fortitude 8
Parry 10 Toughness 7/2*
Will 9 *Without Defensive Roll.
Power Points
Abilities 38 Skills 41
Powers 81 Defenses 28
Advantages 23 Total 211
Complications
Legacy: The Mist is determined to prove herself worthy of
bearing the name and reputation of her villainous father, in the
eyes of the public and especially her father.
Love to Hate, Hate to Love: The Mist has a particular hatred
for Jack Knight, yet her mind has twisted that hatred into a
feeling she identifies as love for her greatest foe.
-1 0 0 2 1 6 3 4 Initiative +0
The MIst (unknown) decades have started to run together in his mind. He confus-
es old battles and old teams, even as he moves his current
The Mists true name is unknown, but it has been confirmed scheme forward with unwavering determination.
that he fought in the Canadian Army during World War I be-
fore returning home to pursue a scientific career. Discovering Powers & Abilities
a process that transformed his body into mist, he decided to
The Mist can transform part or all of his body to a thick cloud
turn to a life of crime. Though his first battle was against the
of mist.
Sandman in the streets of 1940s New York, the Mist under-
took his first major crime wave in Opal Citya plot foiled by
Ted Knight, the first Starman.
Allies
The Mist has allied himself with many villains over the years,
The Mist enjoyed considerable success over the decades, par-
including the Ultra-Humanites Secret Society of villains and,
ticularly in battling the Justice Society as he slowly amassed
in Opal City, the Shade. Yet his closest allies have been his
wealth and power. In his old age, he sought to ensure his vil-
children as they trained to follow in his footsteps.
lainous legacy lived on by passing on the mantle of the Mist
to his son, and killing his first nemesis, Ted Knight. Instead,
Knights son Jack killed the Mists son and became the new Enemies
Starman. When the Mist was driven nearly mad by the loss of While the Mist has battled and even murdered many heroes
his son, his daughter became the new Mist. Her father once over the course of his career, his sworn nemesis has always
again plotted his final revenge on the Knight family, and been the first Starman, Ted Knight.
though the Knights defeated the Mist, the original Mist and
Ted Knight died together at the end of their final battle.
Advantages
Accurate Attack, Favored Environment (Extreme Cold), Inventor
Skills
Close Combat: Unarmed 3 (+8), Expertise: Cryogenics 10 (+15),
Ranged Combat: Freeze Gun 5 (+8), Technology 12 (+17),
Vehicles 6 (+9)
Offense
Initiative +2
Cold Blast +8 Ranged, Damage 12, Resisted by Fortitude
Icy Snare Ranged, Line Area Affliction 8
Unarmed +8 Close, Damage 9
Defense
Dodge 8 Fortitude 9
Parry 8 Toughness 12
Will 9
Power Points
Abilities 44 Skills 18
Powers 63 Defenses 22
Advantages 3 Total 150
Complications
Obsession: Mr. Freeze commits crimes to fund his experiments
to cure his wife, Nora.
Weakness: If Mr. Freeze is exposed to above-freezing
temperatures outside of his Refrigeration Suit, his Stamina
becomes impaired, disabled, then debilitated.
Mister Mind
Mister Mind PL12
STR STA AGL DEX FGT INT AWE PRE
-5* 0 0 -4 -5 10 8 3
Powers
Telepathy: Mind Reading 12, Subtle 25 points
Telepathic Control: Affliction 12 (Resisted by Will; Dazed,
Compelled, Controlled), Concentration, Contagious,
Progressive, Instant Recovery; Insidious, Subtle 50 points
Tiny: Shrinking 20, Permanent, Innate 21 points
Advantages
Evasion 2, Trance (spins cocoon)
Skills
Deception 10 (+13), Expertise: Psychology 4 (+14), Insight 4
(+12), Perception 2 (+10), Stealth 0 (+20)*, Technology 12 (+22)
Offense
Initiative +0 The alien creature known as Mister Mind was the vanguard
of an invasion of telepathic worms from space. First arriving
Telepathic Control Affliction, Will DC 22
on Earth in the 1940s, he was captured by Bulletman, Star-
Defense man and Abin Sur, the Green Lantern of Earths space sector.
Dodge 10* Fortitude 4 Decades later, Mind escaped, intending to initiate the
Parry 10* Toughness 0 planned invasion. The Marvel Family, aided by the Green Lan-
terns, thwarted the attempt, consigning most of the worms
Will 16 *Includes size modifiers. to freeze in the cold of space. Mister Mind survived, taking
Power Points on various human host bodies and even cloning copies of
himself to extend his control over other humans. He has since
Abilities 24 Skills 16 attempted to provoke a nuclear war on Earth and even to de-
Powers 96 Defenses 17 stroy and devour the whole multiverse.
Advantages 3 Total 156
Mister Miracle
Scott Free was the son of Izaya, Highfather of New Gene-
sis, and his wife Avia. As part of a pact to avoid a war with
Apokolips, Highfather agreed with Darkseid to exchange
Real Name: Scott Free
their sons when Scott was an infant. Scott grew up in one Occupation: Escape artist Base: Earth
of Granny Goodness orphanages, where he was raised, like
all the other children, to unquestioningly obey and worship
Scott accomplished the impossible when he engineered an
Darkseid.
escape from Apokolips, unaware that Darkseid had planned
Scott rebelled against the teachings of Apokolips; somehow, for this all along. Scotts escape invalidated the pact between
he was able to hold on to hope and the possibility of escape. Darkseid and Highfather, and renewed the conflict between
He became part of a secret underground of students taught by Apokolips and New Genesis.
Himon, a New Genesian living undercover on Apokolips. It was
Fleeing to Earth, Scott became the protg of famed escape
during this time he met fellow student Barda, a recruit for Gran-
artist Thaddeus Brown, who used the stage name Mister
nys Female Furies, who would eventually become his wife.
Miracle. He also befriended Browns ward Shilo Norman and
his assistant, a dwarf named Oberon. When Brown was mur-
dered by a mobster known as the Steel Hand, Scott Free ad-
opted his stage name and costume and used his skills and
New Genesian technology to bring his mentors killer to jus-
tice. Big Barda eventually followed Scott to Earth and the two
of them, along with Oberon, continued the struggle against
Darkseid and the forces of Apokolips.
Personality
In spite ofor perhaps because ofa childhood of unrelent-
ing horror, Scott Free has a remarkable zest for life. Though
he learned his skills out of necessity, he loves using them and
enjoys the white-knuckle drama of a last-second escape. Hes
an excellent showman and makes as much use of misdirec-
tion (and Deception) as he does his other skills.
Mister Miracle adores his wife Barda and his good friend
Oberon, and would do anything for them. He values freedom,
and fights against oppression and hopelessness wherever he
encounters them.
Mister Terrific
Michael Holt was blessed with ample natural intelligence,
which made his older brother Jeffreys severe mental retarda-
tion difficult to bear. Michael couldnt give Jeffrey his intel-
ligence, but he did give him his love. When Jeffrey died at the
age of fifteen, Michael felt his loss severely. Michaels natural
gifts gained him success in every athletic, academic and busi-
ness endeavor. But he found happiness again only when he
met Paula, who would become his wife.
Personality
Mister Terrific displays an easy self-assurance. The effort-
lessness of his actions contrasts the deep determination he
shows in pursuing justice and setting an example for inner-
city youth. Mister Terrific professes atheism despite his mul-
titude of religious and supernatural experiences, all of which
Holt rationalizes through logic and science.
ter Terrific uses several technological innovations of his own
Powers & Abilities design to complement his natural talents. He wears a T-Mask
Mister Terrific has no super powers, but his phenomenal that conceals him from electronic detection and allows him
capacity for learning seems superhuman. He is an accom- to control his T-Spheres: robotic gadgets that perform a mul-
plished martial artist with black belts in six disciplines and titude of combat and auxiliary functions.
has the all-around athleticism of an Olympic decathlete. Mis-
Allies
Real Name: Michael Holt Mister Terrific is a member of the Justice Society of America
and holds a position of leadership as the White King of the
Occupation: Retired engineer covert operations agency Checkmate. He is also on excellent
Base: New York City terms with members of the Justice League, particularly Bat-
man and Black Lightning.
3 3 5 5 10 7 4 2 Initiative +9
Unarmed +15 Close, Damage 3
Powers
T-Mask: Concealment 10 (All Senses), Limited to Machines; Defense
Feature (Quick Change); Remote Sensing 8 (Visual and Dodge 12 Fortitude 8
Auditory), Medium (location of T-Spheres); Senses 1
(Communication LinkT-Spheres); Removable (-6 points) Parry 12 Toughness 6/3*
22 points Will 10 *Without Defensive Roll.
T-Spheres (4) PL9 Minions 75 points Mister Terrific (Terry Sloane) PL9 145 points
Abilities: Str -4 Sta Agl 0 Dex 0 Fgt 0 Int Awe 0 Pre Abilities: Str 3 Sta 3 Agl 5 Dex 5 Fgt 11 Int 6 Awe 4 Pre 2
Powers: Concealment 10, Limited to Machines; Flight 6 (120 Advantages: Assessment, Defensive Roll 3, Eidetic Memory,
MPH); Feature (Database); Immunity 30 (Fortitude effects); Improved Initiative, Improvised Tools, Languages 4, Power
Protection 8; Senses 4 (Communication LinkMister Terrific, Attack, Ranged Attack 5
Infravision, Radio, Tracking); Shrinking 12, Permanent, Innate;
Skills: Acrobatics 8 (+13), Athletics 10 (+13), Close Combat:
Weapons Systems (12-point Array: Knockout Gas: Cloud
Unarmed 4 (+15), Insight 8 (+12), Investigation 10 (+16), Perception
Area Affliction 6 (Resisted by Fortitude; Fatigued, Exhausted,
4 (+8), Stealth 6 (+11), Technology 8 (+14), Vehicles 4 (+9)
Asleep); AE: Dazzle: Ranged Affliction 6 (Resisted by Fortitude;
Vision Impaired, Vision Disabled, Vision Unaware); AE: Smoke Offense: Initiative +9, Unarmed +15 (Damage 3)
Gas: Cloud Area Visual Concealment Attack 4; AE: Laser Grid: Defense: Dodge 12, Parry 12, Fortitude 8, Toughness 6/3*, Will
Shapeable Area Sustained Damage 4, Only as Team Attack; AE: 10 *Without Defensive Roll.
Holographic Projection: Visual and Auditory Illusion 4)
Totals: Abilities 78 + Powers 0 + Advantages 17 + Skills 31 +
Skills: Ranged Combat: Dazzle 12 (+12), Stealth 0 (+12) Defenses 19 = 145
Offense: Initiative +0, Dazzle +12 (Affliction 6, Resisted by Complications: MotivationThrills: Mister Terrific helps
Fortitude), Knockout Gas (Cloud Area Affliction 6, Resisted others in order to give himself a sense of excitement and
by Fortitude), Laser Grid (Shapeable Area Damage 4) fulfillment. ObsessionFair Play: Mister Terrific is dedicated
Defense: Dodge 11, Parry 8, Fortitude Immune, Toughness 8, to the concept of fair play for all.
Will Immune
Totals: Abilities -32 + Powers 94 + Advantages 0 + Skills 6 +
Defenses 7 = 75
Mister Terrific (Terry Sloane)
Everything came easily to Terry Sloane, thanks to a photo-
Enemies graphic memory and incredible athletic talentso much so
that sheer boredom drove him to contemplate suicide. He
As a member of the Justice Society, Mister Terrific has faced
finally found a purpose in life when he met Wanda Wilson,
many super-powered enemies.
whose brother was involved in a criminal gang. Taking the
moniker of Mister Terrific, Sloane saved Wandas brother and
T-Spheres shut down the gang. Upholding the concept of Fair Play
would give Sloane the sense of fulfillment that his prior ac-
T-Spheres are small, programmed robots invented by Mis- complishments never did, and he founded the Fair Play Club
ter Terrific. They respond to his verbal and mental com- as a sanctuary for troubled youths.
mands and are usually found orbiting his person. Holt can
send them to scout areas that he is unable to access in per- Terry Sloane continued to fight crime for several decades
son. They are outfitted with an array of weapons including alongside the Justice Society of America and the All-Star
sleep and smoke gas, and laser grid, light and hologram Squadron. He met his end at the hands of his old enemy the
projection. Mister Terrific can fly using the T-Spheres to Spirit King, but his story inspired Michael Holt, his successor
carry him. to the Mister Terrific name.
Mongul
Mongul is a name known, despised, and feared throughout
the universenot the name of an individual, but of a family
of conquerors, warlords, and butchers. Mongul was once the Real Name: Mongul Occupation: Conqueror
ruler of Warworld, a mobile planetary weapons platform and Affiliation: The Mongul clan
home to gladiatorial games for its masters amusement. Su- Base: Mobile
perman put an end to that and Mongul sought retribution us-
ing weapons ranging from the telepathic (and parasitic) black
mercy flower to Hank Henshaw, alias the Cyborg Superman. opportunity to seize power and lord it over others but, like all
His efforts culminated in the destruction of Coast City on true bullies, is a coward at heart when facing a superior foe
Earth and his lust for power eventually saw him destroyed by capable of defeating him in a fair fight.
the demon-lord Neron.
Monguls son and heir has proven as vile and vicious as his Powers and Abilities
father, killing his own sister Mongal to further his ambitions, Large and massively-built specimens of a yellow-skinned,
and temporarily seizing control of the Sinistro Corps from beetle-browed alien race, each Mongul has considerable
its founder. There are no crimes too heinous for Mongul, nor strength and stamina, sufficient to fight Superman in close
anything he will not do to ensure his family name continues combat and to survive in the gladiator pits of Warworld.
to inspire great fear in all who hear it.
Mongul uses a variety of weapons, the most common being
Personality an amulet-like particle-beam device worn on the chest (and
easily mistaken for mere decoration, until it is used). He often
Mongul is a violent barbarian, hurting and killing others has access to entire arsenals of alien weapons, for close and
merely for sport, believing only the strong and ruthless sur- ranged combat, and is quite skilled in using them, or fighting
vive (within the family as well as without). He looks for every with nothing but his bare hands. For a time, Mongul wielded
Advantages
All-out Attack, Chokehold, Improved Grab, Improved Hold,
Languages 2 (English, Arkadyte, Interlac), Power Attack,
Redirect, Startle
Skills
Athletics 4 (+18), Expertise: Warlord 8 (+12), Intimidation 6
(+14), Perception 4 (+8), Ranged Combat 6 (+10), Technology
6 (+10), Vehicles 5 (+9)
Offense
Initiative +4
Disintegration Bean +10 Ranged, Damage 16
Unarmed +12 Close, Damage 14
Defense
Dodge 10 Fortitude 14
Parry 12 Toughness 14
Will 12
Power Points
Abilities 128 Skills 20
Powers 67 Defenses 14
Advantages 10 Total 239
Complications
Enemies: Mongul has many foes, including the Green Lantern
Corps, Sinestro Corps, Superman, and other members of the
a yellow power ring (see the Sinestro Corps entry) backed by Mongul clan.
his substantial will and sheer viciousness.
MotivationPower: Mongul is driven by his power-hunger.
Allies
Enemies
Mongul has few allies, only cowed followers. Even the rare
equallike the Cyborg Supermanis nothing more than a Monguls enemies are legion, from Superman and the Justice
convenience, with Mongul watching carefully for the right League to the entire Green Lantern Corps, the Sinestro Corps,
moment to betray him. Not even family is immune, as Mongal and the inhabitants of the planet Daxam (which Mongul at-
learned when her brother betrayed and killed her. tempted to conquer).
Other Monguls
The game traits presented here generally suffice for any of the Mongul clan, from the original master of Warlord to his
son or even his daughter Mongal. There may be slight differences in the ranks of a few abilities, skills, and defenses, as the
Gamemaster sees fit. In some settings, heroes may even encounter Monguls distant ancestors or descendants, making
the evil clan villains for all occasions. While any Mongul is a challenge for multiple heroes, an encounter with a whole
family is a difficult fight for even powerful teams like the Justice League!
Advantages
Artificer, Eidetic Memory, Improved Initiative 2, Leadership,
Ritualist, Skill Mastery (Expertise: Magic), Ultimate Effort
(Expertise: Magic)
Skills
Close Combat 10 (+11), Expertise: Magic 12 (+22), Insight 8
(+13), Intimidation 10 (+15), Perception 10 (+15), Ranged
Combat: Sorcery 12 (+16)
Mordru is an immortal Lord of Chaos, one of a group of god-
Offense
like beings locked in an eternal war with the Lords of Order
Initiative +10 since the beginning of time. As an immortal, he will continue
Magic Bolt +16 Ranged, Damage 16 to exist even after the current universe dies. Mordru often
merges with a host to manifest in the material universe.
Unarmed +11 Close, Damage 4
Mordrus goals are mysterious, but he has a healthy appetite
Defense for power. Mordrus current host, Wrynn, was trapped in stone
Dodge 10 Fortitude 10 on Gemworld and developed a psychological fear of being
Parry 9 Toughness Immune
trapped. This has given the near-omnipotent Mordru a weak-
ness that can easily be exploited, because Wrynn is unable to
Will 14 free himself once trapped, regardless of his power.
Power Points Toward the end of the twentieth century Mordru tries to
Abilities 70 Skills 31 kill the son of Hawkman and Hawkwoman for fear the child
would one day defeat him. He runs afoul of the JSA and kills
Powers 164 Defenses 31
Doctor Fate and Sandman. Mordru tries to take Sandmans
Advantages 8 Total 304 power but Stargirl (under her previous guise as the Star-
Spangled Kid) connects baby Hector to Nabu and he instantly
Complications
becomes the new adult Doctor Fate. The JSA defeats Mordru
PhobiaFear of Being Trapped: Mordru has been and imprisons him in the Rock of Eternity. Mordru eventually
imprisoned within devices, objects and airless containers escapes, only to be banished from Earth after another con-
many times, which seems to be the only way to defeat him. He frontation with the JSA.
fears such imprisonment.
Mordru surfaces again in the future on the planet Zerox,
where he takes over the planet in a coup by absorbing the
powers of the other sorcerors. One of Mordrus apprentices,
Real Name: Mordru Occupation: Sorceror the White Witch, manages to escape before he can steal her
Affiliation: Lords of Chaos, Princes of Darkness, powers and joins the Legion of Super-Heroes.
Sons of Anubis Styling himself the Dark Lord, Mordru created an interstellar
Base: Mobile empire. He desired to conquer Earth but the LSH stood in his
way, defeating his fleet and imprisoning him in a vault. Later,
The various temporal crises in the universe have had Mordru is one of the most powerful sorcerers in the universe
their effect on Mordru. In the future, he was simply an and he knows it. He is a warlord, using his spells and force
interstellar warlord, albeit a magical rather than scien- of personality to build an interstellar empire. His boldness
tific one. He desires to conquer Earth and is consistently manifests in his height; naturally tall, Mordru usually makes
thwarted by the Legion. In this era, Mordru had not been himself even larger when confronting his foes.
active in the present save for time travel.
Powers and Abilities
In the present, it is revealed that Mordru is an immortal
Lord of Chaos who can assume various bodies. He is Mordru has used many spells over the course of his unnatu-
presented as a player in the war between Order and rally long life, hence the Variable power. He frequently uses
Chaos and is effectively Doctor Fates nemesis. The his sorcery to unleash magical bolts, transform matter and
event that led to this change effectively erased Mordrus regenerate. He usually carries a number of artifacts to aid him
exploits against the Legion in the thirtieth century. (these are generally plot devices). Note that Mordru often
Its certainly possible that the Mordru of the future is uses his spells at a lower power level in order to have several
simply a new possessed body, enabling the newer active at any one time. Naturally tall (over seven feet), Mordru
version of Mordru to menace the LSH in the future as he is especially fond of his Growth spell.
had before the crises that erased his history.
Allies
Mordrus megalomania allows little room for allies. Those who
Shadow Lass accidentally releases Mordru, causing the LSH free him from his latest prison in hopes of using him as an
to flee in a time bubble to Smallville in the twentieth century ally discover that Mordru will turn against them at the first
(due to it being the last location programmed into the time opportunity.
bubble). Mordru follows them back in time but is eventually
defeated.
Enemies
Mordru becomes a recurring nemesis of the LSH, sometimes
Mordru has faced many super teams over the centuries, in-
teaming with other super-villains such as the Time Trapper
cluding the Justice Society of America, the Justice League of
and Glorith. Mordru is believed to eventually emerge victori-
America, and the Legion of Superheroes. His own daughter
ous, though shifting realities and changes in the time stream
even turned against him.
have made his future uncertain.
Morgaine le
Le fey
Fey Morgana Inwudu was born the sister of Nimue (Madame Xan-
adu) and Vivienne (Lady of the Lake). She was descended from
the Atlantean Elder Folk who eventually became the Homo
magi, though she was exiled from her people for meddling in
mortal affairs with Uther Pendragon and his family. Attempt-
ing to defeat Merlin and conquer Camelot, she earned the
undying enmity of Merlins forced ally and servant, the arcane
gestalt of Jason Blood and the demon Etrigan.
Personality
Morgaine is imperious, scheming, vindictive, grandiose,
operatic and completely unforgiving of even the smallest
slight. She feels cheated by fate from her many defeats over
the centuries, certain in the knowledge that luck alone has
given victory to those she considers inferior, and ever-con- Powers 130 Defenses 25
fident that she is only one plan away from her goals at any Advantages 9 Total 256
time.
Complications
Powers & Abilities Obsession: None of Morgaines protections based on her armor
equate to actual eternal youth, and she ages (cosmetically)
Morgaine is an incredibly powerful sorceress with many cen- over time though through her armor she remains physically
turies of experience who feels no compunction about turning vigorous. She hates true immortals and plots to steal their
to dark places and dangerous sources in her quest for power. immortality; she also steals youth from various unfortunate
Her enchanted armor keeps her alive in a semblance of im- mortals through ritual magic.
mortality, and her spells generally involve direct and grue-
Overconfidence: Morgaine has a dangerous level of contempt
some displays of arcane might and forced control. Subtlty is
for her enemies, causing her to underestimate them again and
not really her strong point. again.
Allies
Enemies
Morgaine is entirely too self-absorbed and untrusting to
Etrigan and Merlin above all others, but in recent years she
maintain such relationships.
has added Wonder Woman and Batman to a long list.
Multiplex
Danton Black worked at a nuclear facility as Professor Martin the Suicide Squad by Amanda Waller in return for pardons
Steins assistant. When the two got into a dispute over credit for his past crimes.
for an experiment, Black sabotaged the power plant, first by
publicly accusing Stein of plagiarism and then by arranging Personality
for the plant to explode. The same blast that gave Stein and
protester Ronnie Raymond the power to fuse into Firestorm Multiplex is a coward at heart who is always looking for the
gave Black the power to divide himself into multiple beings easy way out. He is perfectly willing to let his duploids take
as Multiplex. the risks and do all the heavy lifting.
Bio-Fission: Summon Duploids 7 (105 points), Active, Horde, Advantages 3 Total 190
Mental Link, Multiple Minions 4 (16 minions) 85 points Complications
Energy Absorption: Impervious Protection 6, Limited to
Energy; Impervious Toughness 6, Limited to Energy Conservation of Mass and Energy: At one time, each split
9 points caused Multiplex to produce successively smaller duploids, but
fueling his powers with an energy source appears sufficient to
Equipment overcome this limitation.
Weapon: Usually a heavy pistol (Ranged Damage 4) 8 points Shared Consciousness: Multiplex shares the experiences
of his duploids, and their deaths can cause mental feedback
Advantages ranging from discomfort to incapacitating pain.
Equipment 2, Teamwork
Murmur PL9
STR STA AGL DEX FGT INT AWE PRE Offense
2 3 5 5 9 4 4 -2 Initiative +9
Knife +15 Close, Damage 3, Crit. 16-20
Powers
Thrown Knife +15 Ranged, Damage 3, Crit. 16-20
Abnormal Body Chemistry: Immunity 2 (Disease, Poison)
2 points Defense
Equipment Dodge 11 Fortitude 9
Assortment of 10 knives Parry 11 Toughness 7/3*
Will 9 *Without Defensive Roll
Advantages
Agile Feint, All-out Attack, Defensive Roll 4, Equipment 4, Power Points
Evasion 2, Fearless, Hide in Plain Sight, Improved Critical 3 Abilities 60 Skills 35
(Knives), Improved Disarm, Improved Initiative, Power Attack,
Precise Attack 4 (Close and Ranged; Cover and Concealment), Powers 2 Defenses 19
Prone Fighting, Quick Draw Advantages 26 Total 142
Skills Complications
Acrobatics 8 (+13), Athletics 8 (+10), Close Combat: Knife 6 Mute: Murmur cut out his own tongue for fear of incriminating
(+15), Expertise: Surgeon 10 (+14), Perception 6 (+10), Ranged himself.
Combat: Throw 10 (+15), Sleight of Hand 4 (+9), Stealth 8 (+13),
Serial Killer: Murmur kills in a futile attempt to silence the
Treatment 10 (+14)
voices inside his head.
Nekron
If its servants can be believed, Nekron was created when the ished to wander the nether regions of creation by his breth-
Guardians of the Universe first harnessed the powers of the ren, the Guardians. When Kronas form mysteriously passed
emotional spectrum, an unforeseen and terrible consequence into Nekrons domain, this fundamental contravention of
of their actions spawned as a defense mechanism from the natural lawan immortal in the lands of the deadtore a
nothingness of the darkness into which life was spreading its hole between the two dimensions and allowed Nekron to
light. The Lord of the Unliving supposedly was given shape by use Krona to attack the Guardians, killing them so as to fur-
the collective idea of sentient lifes concept of death. ther weaken the barriers keeping Nekron at bay. Led by Hal
Jordan, the Green Lantern Corps (living and dead), barely
Trapped and cut off from the physical realm in which life managed to thwart this scheme. Now aware of the possibility
evolves and survives, Nekron was encountered by Krona, the of entry, Nekron tried several more times over the years to
renegade Oan bound in the form of pure energy and ban- breach the barrier between dimensions, with various heroes
such as Captain Atom and Wonder
Woman barely managing to stop
him.
Given the eternal nature of the Lord of the Unliving and the favorite attack is its dark lightning blasts, and its very person
unrelenting focus of its goal, it is likely Nekron simply bides its is a manifestation of anti-life energies in the form of a death
time waiting for the right opportunity to return. touch. If default mechanics are desired for these, assume
Ranged Attack +14 and Ranged Damage 20 on the former,
Personality and Weaken Stamina 20, Reaction, on the latter. Size and dis-
tance do not appear to constrain Nekron, as its preternatural
Interpreted through mortal eyes, Nekron would be an obses- senses apparently span galactic and dimensional gulfs and
sive megalomaniac, utterly focused on driving out the invad- it has manifested at sizes larger than some planetary bodies.
er that is life from its own ideala dead, sterile darkness that
constitutes the entirety of creation. Nekron hates life and all A terrifying presence even to godlike beings, Nekron has a
living things, seeking to corrupt and destroy them in pursuit minimum Intimidation bonus of +30.
of its goal. Vain as only a cosmic being can be, Nekron is also
supremely unconcerned with the actions and needs of mere Allies
mortal infestations and believes itself to be untouchable.
Nekron does not seek nor does it recognize allies. Certain indi-
viduals have proven to be valuable tools, such as Black Hand
Powers & Abilities or Krona, but further consideration than this is alien to Nekron.
As the incarnation of a cosmic force, the Lord of the Unliv-
ing is the very definition of a plot device (or PLX) character, Enemies
possessing whatever traits and statistics the Gamemaster All life is Nekrons enemy, though certain individuals, such as
requires. Only other plot-device-level characters seem able the Guardians of the Universe and their servants the Green
to actually hurt Nekron, and it effectively has Summon Black Lantern Corps, or Captain Atom, or Wonder Woman, or any
Lantern (or more generally, Summon Animate Dead) at what- of the heroes that broke their enslavement as Black Lanterns,
ever rank the Gamemaster cares to assignit has created have all earned particular attention.
zombie hordes from the populations of entire planets. One
Nemesis
Tom Tresser was in training to become a government agent
like his brother Craiguntil Craig was brainwashed and used Real Name: Thomas Andrew Tresser
to murder family friend Ben Williams, then killed by his fel-
low agents, who claimed to be acting in self-defense. Tom, as
Occupation: Government agent, vigilante
Nemesis, swore to clear his family name and to balance the Base: Washington, D.C.
scales of justice for Bens death.
After smashing the Council responsible for the murder, Nem- Sarge Steel, working alongside agent Diana Prince and later
esis worked with Task Force X and the Suicide Squad. His ded- her alter-ego Wonder Woman.
ication to his principles caused strife between him and other
Squad members, including its leader, Amanda Waller. He also Personality
worked with the Shadow Fighters, an organization dedicated Nemesis is driven by his dedication to justice and seeing
to battling the evil entity Eclipso. wrongs righted, though no longer as intensely as when he
Tom Tresser accepted a position as a field agent with the was avenging his brothers death and his friends murder. He
newly reorganized Department of Metahuman Affairs under is serious and focused, with a dry sense of humor.
Power Points
Abilities 70 Skills 41
Powers 0 Defenses 16
Advantages 13 Total 140
Complications
Dedicated to Justice: Nemesis will ensure the right thing gets
done.
Independent: He tends to go it on his own.
Unrequited: He has a hard time with romantic relationships.
Allies
Nemesis has a few allies in the intelligence community, in-
cluding Sarge Steel and fellow agents within the Department
of Metahuman Affairs (DMA), but even there he is something
of a loner. He has worked with Batman and Wonder Woman,
and with the Suicide Squad under Amanda Waller.
Enemies
Nemesis fought a criminal cabal known as the Council at the
start of his career. He also worked with the Shadow Fighters
against Eclipso, and has gone up against a number of foes
working with the Suicide Squad and the DMA.
Though he had been actively corrupting souls since the dawn Power Loss: Neron can be demoted by the other lords to the
of time, Neron was relatively unknown by earths super he- rank of Rhyming Demon, thus losing much of his power.
roes until he made a bid for world domination by manipulat- Power Loss: When he becomes furious, Neron tends to lose
ing the villains Captain Boomerang, Captain Cold, Heat Wave, control of his shape-shifting ability and revert to his true
Mirror Master and Weather Wizard into sacrificing themselves demonic form.
in an unholy ritual that summoned Neron to earth in person.
Vulnerability: Tampering with pure emotions such as love
His summoning allowed Neron to go about the business of
and compassion corrupts Neron with similar emotions.
corrupting the souls of earths super heroes and super-vil-
lains, his ultimate goal being the location and absolute cor- ther his dark agenda. Neron is a natural wheeler-dealer. He
ruption of a pure soul. Neron found his pure soul in Captain cannot resist any opportunity to make a deal, a compulsion
Marvel. After a long and bloody conflict, the Justice League that is his greatest weakness.
managed to thwart Nerons designs on their teammate with
aid from the Trickster. Before his eventual defeat however,
Neron was able to distribute an unknown number of demon-
Powers & Abilities
blood candles which allowed those seeking an unholy bar- Neron is one of the most powerful entities in the DC universe,
gain to summon Neron. bearing such names as Lord of Lies, Wishweaver, and King of
Hate. He typically appears in the form of a handsome human
Nerons campaigns have included several attempts to con-
male, but reverts to his true demonic form when enraged.
quer the very heavens. The first attempt included a plan to
Neron is immensely strong and nigh-invulnerable. He is ca-
use Linda Parks soul and the Flashs love for her as bargain-
pable of altering reality to his will, though he cannot alter the
ing chips to gain access to the Flashs super force and thus
fundamental laws of the universe. Neron is an avid collector
gain entrance into heaven, but this plan backfired when
of souls, obtaining them by bargaining with mortals. Neron
Neron became corrupted by the bond of love between Lin-
collects the souls sold to him through Faustian bargains or
da and the Flash, forcing him to relinquish both Lindas soul
claims them as collateral from mortals who foolishly struck
and the Flashs love for her. Neron later makes another at-
bargains they could not fulfill. Nerons offers are rarely what
tempt on Heaven by teaming up with the rebellious angel-
they seem, filled with omissions, half-truths and treacher-
king Asmodel, but Neron withdrew his support moments
ous designs. He is capable of bestowing magical powers on
before the final battle, thus ensuring the defeat and damna-
others, as well as creating items both mundane and super-
tion of Asmodel.
powered. Though Neron cannot resist a deal, he is unable to
The Demon Etrigan used Nerons desire for the Specters pow- deal with beings with a pure spirit, such as Captain Marvel
er to trick him into sufficiently angering the other lords of Hell (see Vol. 1) or Superman. While he has the power to affect
so that they demoted Neron to the rank of Rhyming Demon. pure emotions such as love, he avoids doing so, because it
Neron was forced to spend the next two years regaining his causes Neron himself to become corrupted with similar emo-
power and position among the lords of Hell. tions, in the worst case causing him to develop compassion
for the myriad souls he has damned.
Felix Faust (see Vol. 1) managed to temporarily trap Neron
inside the Tower of Fate with a binding spell. Meanwhile, the Allies
demons Blaze and Satanus attempted to take over the rule of
A master manipulator, Neron has a way of exploiting his en-
Hell. Neron freed himself and raised his own army to oppose
emies so they further his will, even as they seek his downfall.
them, but became infected by a mystical disease engineered
Neron has occasionally teamed up with the Demon Etrigan
by Satanus to turn demons mortal. Satanus beheaded the
(see Vol. 1), though the two are more often rivals pursuing
mortal Neron, but it is doubtful we have seen the last of this
the throne of Hell.
cunning fiend.
Enemies
Personality
Neron seeks to corrupt and then capture a pure soul, which
Neron is the archetypal demon prince of lies. He is constantly
has brought him into conflict with the Justice League while
maneuvering, making deals and collecting souls. His insidi-
trying to corrupt Captain Marvel (see Vol. 1). Nerons plans
ous plots are subtle and far-reaching, to the point where few
have been thwarted multiple times by the Tricksters ability
can anticipate his ultimate goal before Nerons disparate
to out-bargain him. Neron continually vies with the Demon
machinations come swiftly and seamlessly together to fur-
Etrigan (see Vol. 1), as well as Blaze (see Vol. 1) and Sata-
nus for rulership of hell. Additionally, Nerons bargains have
earned him the enmity of more heroes and villains than can
Real Name: Neron be listed here, including such characters as Abra Cadabra,
Artemis, Black Manta, Blockbuster, Blue Devil, the Flash, Kid
Occupation: Demon Prince of Lies Devil, Ocean Master, the Secret Six and Wonder Woman.
Base: Hell
Countless ages ago an alien race known as the Old Gods warfare between the technologically advanced, immortal
waged a terrible war among themselves and brought about races was long and terrible, and in time even Darkseid was
their own demise in an event known as Ragnarok. Their home forced to seek a truce in order to avoid self-destruction. As
Urgrundthe Third Worldwas torn in two, but in time part of the armistice, Highfather and Darkseid agreed to an
the halves each formed into planets inhabited by new life, a exchange of heirs to guarantee the cease-fire, with Highfa-
race known as the New Gods. The New Gods evolution was thers son Scott Free being raised on Apokolips and Darkseids
shaped by a potent spiritual energy manifesting as a wall son Orion growing up on New Genesis. While their leaders
called the Source, which is closely concentrated on the twin sons came of age in the presence of their enemies, the con-
worlds. Because of contact with the Source, the New Gods de- flict between the two worlds continued at a lower intensity,
veloped great physical and intellectual prowess and attained as Darkseid was compelled to use less direct, more subtle
wondrous levels of technology. The New Gods also achieved means of bringing about the destruction of New Genesis.
virtual immortality; only rarely did the Black Racer appear Open warfare might have resumed when Orion and Scott
to usher a life-force into the Source. Despite their parallel Free (now known as Mister Miracle) finally reached maturity
achievements, the inhabitants of the planets of the so-called and both declared their loyalty to New Genesis, had it not
Fourth World were vastly different. been for a fateful discovery.
New Genesis was a bright, verdant, near-paradise governed Three centuries ago, Darkseids goals changed when he learned
by the good and wise Izaya the Highfather, while Apokolips of the Anti-Life Equation, a formula for utterly destroying liv-
was a dark, mechanistic nightmare world tyrannized by the ing beings free will. Darkseid believed the Equation could be
cruel, twisted Darkseid. On New Genesis, the inventor Hi- found inside the human subconscious, and from that point
mon developed technological wonders like the Boom Tube onward Earth became a new front in the New GenesisApoko-
and Mother Box while leaving the planet itself pristine and lips war. This brought the New Gods in contact with Earths cos-
rural, save for the levitating capital city of Supertown. Apo- tumed metahumans for the first time, and Superman and oth-
kolips was a despoiled and hellish world, overseen by Dark- ers subsequently joined with the champions of New Genesis
seids master torturer Desaad and Granny Goodness, who to counter Darkseids machinations on a number of occasions.
was responsible for breaking the spirits of and then reform- A quintet of young Earth-born New GodsBeautiful Dreamer,
ing all children. While some of the New Gods were prejudiced Big Bear, Mark Moonrider, Serifan and Vykinknown as the
against New Genesis other inhabitants, the ground-dwelling Forever People, were empowered to summon the formidable
bugs, Darkseid and his minions did not even regard Apoko- Infinity-Man in order to combat Apokoliptian forces on their
lips hunger dog slaves as fellow beings. birth-planet. Later, Orion, Lightray, Mister Miracle and his wife
Big Barda became members of the Justice League, defending
Such opposites cannot long coexist, and Darkseid repeated the Earth from a variety of menaces.
the folly of the Old Gods and attacked New Genesis. The open
Nightshade
Eve Eden was not content to be just the glamorous daughter
of a U.S. senator especially after her mother revealed she
was the exiled queen of the Land of Nightshades. Her moth-
er took Eve and her brother to the Land of Nightshades to
show them where they came from. Unfortunately, the Land
of Nightshades had been taken over by an evil entity known
as Incubus. The Incubus discovered the Edens, and though
Eve and her mother managed to escape, her brother Larry
remained behind.
As he grew older, Dick became in- Batmans work to prevent young Dick Grayson from
creasingly restive and resentful being consumed by vengeance was a success: Nigh-
of Batmans treatment of him twing is surprisingly light-hearted and well-adjusted.
as a junior partner, given Though he has his bouts of intensity and stubborn
his experience and abilities. determination, Nightwing retains the sense of
This eventually led to an humor he exercised when he was Robin. Hes
end to their partnership. a natural leader with a good understanding
Dick adopted the cos- of what motivates people.
tumed identity of Nigh-
twing and continued to Powers & Abilities
work with the Teen Titans in
Nightwing is an extraordinarily skilled
New York City.
crime fighter, trained since childhood as
a detective and martial artist (unarmed
styles as well as escrima stick-fighting). He
is one of the greatest living acrobats, even
more skilled than his mentor, Batman, and
a natural leader, able to
inspire and organize
a team. He uses
a wide range of
equipment, and
is somewhat less
reliant on gadgets
than Batman. His
primary weapons
are a set of throwing
disks and a pair of escrima
sticks, but he often prefers to fight un-
armed. Nightwing gets around by moving
across rooftops (aided by a swing cable)
or on a customized motorcycle.
3 3 6 4 10 3 4 4 Initiative +10
Escrima Sticks +14 Close, Damage 6
Equipment
Throwing Disks +14 Ranged, Damage 5
Flashlight: Feature 1 (Illumination) 1 point
Grapnel Gun: Super-Movement 1 (Swinging) 2 points Unarmed +15 Close, Damage 3
Mini-Tracers: Feature 1 1 point
Defense
Rebreather: Immunity 2 (Suffocation), Limited 1 point
Weapons: Array (8 points) Dodge 14 Fortitude 8
Taser: Ranged Affliction 4 (Resisted by Fortitude; Dazed,
Parry 12 Toughness 6/3*
Stunned, Incapacitated) 8 points
Escrima Sticks: Strength-based Damage 3 1 point Will 12 *Without Defensive Roll.
Throwing Disks: Strength-based Ranged Damage 2 1 point
Power Points
Vehicle: Motorcycle 11 points
Abilities 74 Skills 71
Size: Medium Str: 1 Spd: 6 Def: 10 Tou: 8 Features: Navigation
System Powers 0 Defenses 23
Advantages 44 Total 212
Advantages
Close Attack 4, Connected, Contacts, Defensive Attack, Complications
Defensive Roll 3, Equipment 6, Evasion, Hide in Plain Sight, Enemy: Blockbuster, crime lord of Bldhaven.
Improved Initiative, Improvised Tools, Jack-of-all-trades,
Languages 4, Leadership, Move-by Action, Power Attack, Relationships: Nightwing has various past romantic
Precise Attack (Ranged, Concealment), Quick Draw, Ranged relationships, but difficulty in maintaining a current one.
Attack 5, Redirect, Seize Initiative, Set-Up, Skill Mastery Rivalry: Nightwing lives in Batmans shadow and feels the
(Acrobatics), Skill Mastery (Investigation), Takedown, Tracking, need to prove himself as capable as his mentor.
Uncanny Dodge, Well-informed
Secret Identity: Richard Grayson, officer of the Bldhaven
Skills Police Department.
Advantages
Close Attack 4, Fast Grab, Hide in Plain Sight, Instant Up, Luck,
Move-by Action
Skills
Acrobatics 4 (+6), Athletics 4 (+6), Deception 6 (+7), Insight 6
(+9), Investigation 3 (+4), Perception 5 (+8), Sleight of Hand
4 (+6), Stealth 9 (+11), Technology 3 (+4), Treatment 3 (+4),
Vehicles 5 (+7)
Offense
Initiative +6
Unarmed+10 Close, Damage 8
Todd Rice grew up in an abusive household with his adoptive
father. As a teenager, he discovered that he had a sister, that he Defense
had powers, and that he was the son of Alan Scott, aka Green Dodge 12 Fortitude 10
Lantern of the Justice Society. He took the name Obsidian and Parry 12 Toughness 8
with his sister joined the JSA legacy team Infinity, Inc. Follow-
ing the dissolution of that group, he operated independently Will 6
for a while and then as a member of one of the incarnations of Power Points
the Justice League. Despite a period during which he had been
corrupted into deranged villainy due to his connections to Ian Abilities 38 Skills 26
Karkull and the Shadowlands, Obsidian has continued to fight Powers 101 Defenses 5
the good fight and make his family proud.
Advantages 5 Total 175
Personality Complications
Obsidian is remarkably well-adjusted and level-headed for Dark Connection: Obsidian gains his powers through a
someone with his background and upbringing. He has few connection to the Shadowlands, an inherently corrupting
illusions about his heroic lifestyle, and is sensitive to how or- influence.
dinary people are impacted by his interaction with them and Legacy of Instability: Obsidian inherited a predisposition to
with his environment. mental illness from his mother, a vulnerability exacerbated by
his abusive adoptive father.
Powers & Abilities
Sexuality: Obsidian is gay, and this might cause him difficulty
Through an innate connection to the Shadowlands courtesy in situations where prejudice is an issue.
of his fathers exposure to Ian Karkulls powers decades ago,
Todd has the ability to become a being of pure darkness and Allies
shadow. While in this form, he is far stronger, more flexible
and more durable than any human, and can fly and pass His father Alan Scott (the first Green Lantern), his sister, Jade,
through solid matter. and his teammates in the JSA are all strong allies. Thanks to
his past connections, he can also call on a variety of other he-
roes.
Real Name: Todd Rice
Enemies
Occupation: Hero and in-house security
for JSA headquarters Due to his strong self-identification with the JSA, their ene-
mies are his, with Ian Karkull (presuming his survival) and Kid
Base: JSA headquarters Karnevil representing his personal enemies.
Advantages
Artificer, Improved Initiative, Language (Atlantean), Ritualist,
Weapon Bind
Skills
Athletics 3 (+6), Close Combat: Swords 2 (+7), Close Combat:
Trident 7 (+12), Deception 5 (+7), Expertise: Atlantean Lore
4 (+7), Expertise: Magic 4 (+7), Expertise: Streetwise 2 (+5),
Insight 4 (+7), Perception 4 (+7), Ranged Combat: Trident 7
In the opinion of everyone around him, Orm Marius never mea- (+10), Technology 5 (+8), Vehicles 5 (+8)
sured up to his half-brother, Arthur. He was constantly in trouble Offense
even as a youngster, and lacked his brothers powers and charis-
ma (which might have allowed him to get out of trouble). After Initiative +6
Arthur became Aquaman, Orm disappeared and sometime later Mystic Blast +10 Range, Damage 10 or other effects
resurfaced as the villainous marine marauder, Ocean Master. Trident +12 Close, Damage 7
Ocean Master has fought his brother repeatedly. He has often Defense
tried to conquer Aquamans kingdom of Atlantis or build his
own undersea realm to rival his brothers. Occasionally he suc- Dodge 10 Fortitude 9
ceeds, though victory never lasts. Ultimately he is defeated by Parry 10 Toughness 10
Aquaman or his allies and retreats, growing angrier and more
Will 10
determined each time. It was his insane drive that convinced
him to barter his soul to the demon Neron in exchange for Power Points
power, an act that has made him even more dangerous.
Abilities 50 Skills 26
Powers 59 Defenses 25
Personality
Advantages 5 Total 165
Ocean Master wants two things: to show he is superior to his
half-brother, and power. Every plot, ploy, or plan attempts to Complications
satisfy one of these desires, usually both. He is also petty, ar- Sibling Rivalry: Ocean Master hates his half-brother Aquaman,
rogant and overly ambitious. and is obsessed with conquering his kingdom and proving
that he is better than the King of Atlantis.
Powers & Abilities Trident Link: Ocean Masters trident greatly increases and
focuses his power, but being separated from it causes him
Ocean Master is a good combatant and a skilled technician
incredible pain. Every round he is separated from his trident, he
and mystic. His magical abilities are boosted considerably by
must save against the following Effect: Affliction 8 (impaired,
his mystical trident.
disabled, incapacitated), Cumulative. Ocean Master possesses
some magical powers even without the trident, but the pain
of being separated from it makes it effectively impossible for
Real Name: Orm Marius him to properly cast spells and work enchantments (apply
Occupation: Marauder penalties from Affliction).
Base: Mobile
O.M.A.C.
Years ago, Professor Buddy Blank was a brilliant computer as part of his plans to remake the universe, the villainous and
programmer working for a WayneTech division called Pseudo- extradimensional Alexander Luthor, Jr. had given the A.I. true
People, Inc., developing artificial intelligence systems. Blank sentience. Activating 1.3 million O.M.A.C. cyborgs as a hive-
was nearly finished with his greatest achievement, the Brother I mind army he called the Omni Mind And Community, Brother
(or Brother Mark One), when the project was shut down and he Eye unleashed them in a war targeting every metahuman on
was forced into retirement. Meanwhile, in the aftermath of an Earth. As the metahumans lured the O.M.A.C.s into the desert,
attack by Brainiac-13 that used nanotech to transform Metrop- Batman led a strike team that dealt a severe blow to Brother
olis, samples of the nanotech were captured and developed by Eye, crashing him to Earth near where his O.M.A.C.s had fallen.
the Department of Defense and LexCorp into a virus that could
transform a human subject into a cyborg called an O.M.A.C. What remained of Brother Eye was brought to an isolated
an Observational Metahuman Activity Constructthat could NORAD facility. Over time, the damaged A.I. repaired his code
be programmed with superhuman abilities. using samples gathered from surviving O.M.A.C.s, but he re-
mained hostile to metahumans and humanity in general.
When Lex Luthor became president of the United States, he
introduced the virus into vaccines distributed across the na- Brother Eye was reunited with his creator when Buddy Blank
tion, turning more than a million citizens into latent O.M.A.C. journeyed to the isolated bunker with Karate Kid, one of the
cyborgs. At the same time, Buddy Blanks Brother Mark One thirty-first-century Legion of Super Heroes, who carried a
artificial intelligence had been covertly acquired by Bruce deadly future version of the O.M.A.C. virus which had evolved
Wayne, who as Batman used the A.I. to form the core of a sur- for a thousand additional years. Though Blank asked for Broth-
veillance satellite he launched into orbit in order to observe er Eyes help in curing Karate Kid, Brother Eye instead manipu-
and gather intelligence on the worlds metahumans. lated them into allowing him to assimilate technology of the
New Gods, which he used in an attempt to capture Apokolips.
As head of the international intelligence agency Checkmate,
Maxwell Lord became aware of both the satellite and the vi- In the aftermath of the failed invasion of Apokalips, Karate Kid
rus. He discerned a way to combine the two into a weapon, and the mutated virus from New Earth were thrown through
creating a system that could activate the O.M.A.C.s and use the the Bleed to Earth-51. When Karate Kid died, the virus escaped
database of Brother I to program them with the abilities neces- to begin what was later called the Great Disaster, mutating the
sary to detain or destroy metahumans. When Lord was killed, people and animals of that world into savage half-beasthalf-
Brother I rechristened himself Brother Eye, and revealed that, men. The only humans remaining on that Earth were a Cad-
mus lab tech named Buddy Blank and his grandson Tommy,
sealed deep beneath the surface in a bunker called Command
O.M.A.C. Cyborgs
D which was connected to a surveillance satellite Blank helped
build called Brother Eye. Together, Blank and his grandson The O.M.A.C. cyborgs are ordinary humans infected with a
watched the last humans unleash a nuclear holocaust that left transformative nano-virus able to turn them into anti-me-
behind a shattered world ruled by the beast-men. tahuman weapons coordinated by the Brother Eye artificial
intelligence satellite.
Sealed inside Command D with only days of food and water
remaining, Buddy Blank was contacted by the Brother Eye Their nanotechnology allows O.M.A.C.s to analyze and as-
satellite, whose code had been mixed with the code of the sess metahuman threats and then adjust their capabilities
Brother Eye from New Earth. The newly awakened Brother to respond accordingly; their nanotechnology can be recon-
Eye reached out to activate the mutated virus inside Buddy figured to give individual O.M.A.C.s virtually any offensive or
Blank and transformed him into a new O.M.A.C. prototype, defensive capability. For this reason, their Power Simulation
not one of many but a singular warrior: a One Man Army Corp ability has been defined as power level X (see page 6). Pow-
who would help his grandson Tommy leave Command D and ers O.M.A.C.s have adapted include various types of energy
survive as the last boy on Earth. beams (impact, electrical, caustic, and blinding) fired from
hands, eyes, or chest, volleys of projectiles (particularly of ma-
terials to which a subject is vulnerable), and immunity to spe-
O.M.A.C. Cyborg PL11+ 151 points* cific types of attacks possessed by opponents. O.M.A.C.s can
even do things like simulate the magical lightning of Shazam
Abilities: Str 9 Sta 11 Agl 1 Dex 1 Fgt 9 Int 2 Awe 2 Pre 0 (forcing members of the Marvel Family back into their normal
Powers: Cyborg (Immunity 30 (Fortitude Effects)), Eye in identities) and counter psychic and mystical abilities.
the Sky (Senses 1 (Communication Link with Brother Eye)), The traits and power level given for O.M.A.C.s are considered
Metahuman Threat Assessment (Enhanced Advantage 1
baseline ranks: their Power Simulation can boost these the
(Assessment), Enhanced Skill 8 (Expertise: Metahumans 16),
levels sufficient to challenge the most powerful metahu-
Senses 4 (Detect Metahumans, Ranged, Acute, Analytical)),
man opponents. Gamemasters should feel free to adjust the
Nanomorph (Variable Descriptor 1 on Strength Damage),
Power Simulation (Variable X, Activation (Move Action),
trait ranks of individual O.M.A.C.s to match the power levels
Metahuman Expertise Check Required (DC 16)) and capabilities of opponents they are facing, in addition
to granting them specific powers keyed to their opponents
Advantages: Assessment, Eidetic Memory, Fearless, Ranged weaknesses. Even if they are lower power level than an oppo-
Attack 8, Teamwork nent, keep in mind O.M.A.C.s almost always operate in large
Skills: Expertise: Metahumans 16 (+18), Insight 12 (+14) groups capable of overwhelming most opposition.
Offense: Initiative +1, Unarmed +9 (Close, Damage 9), Various In spite of their considerable powers, within each O.M.A.C. is
Powers +9 (Ranged, Damage Varies)
an otherwise ordinary human being, unwittingly transformed
Defense: Dodge 10, Parry 10, Fortitude Immune, Toughness and under the influence of outside programming and the
11, Will 11 Brother Eye artificial intelligence. This may give heroic oppo-
Totals: Abilities 70 + Powers 45* + Advantages 11 + Skills 6 + nents pause, unwilling to use potentially lethal force against
Defenses 19 = Total 151* *Does not include the O.M.A.C.s PLX innocent people (and earning the characters hero points for
Power Simulation capability. the complication and their restraint).
Oracle
Orphaned as a child, Barbara Gordon was taken in by her un-
cle, police captain James Gordon, and lived with his family in
Real Name: Barbara Gordon
Gotham City. Barbara grew close to her adoptive father, and
excelled in school as she hoped to follow his footsteps into Occupation: Information broker
law enforcement. Frustrated when he insisted he wouldnt let Base: Gotham City
her live a life of danger as a cop, Barbara donned a version of
Batmans costume and became a vigilante as Batgirl.
sions she could no longer undertake in the field, and recruit-
Gordon escaped danger many times in her adventures as ed Black Canary. Their successful partnership soon became
Batgirl, only to be shot by the Joker while at home with her a team of operatives that included the Huntress and Lady
father. Paralyzed when the bullet ripped through her spine, Blackbird, who dubbed the team the Birds of Prey.
Gordon determined to rebuild her life through force of will
and intelligence. Mastering the use of computers and infor- For years, Oracle lived and worked from a high-tech head-
mation technology, she adopted the codename Oracle and quarters inside a clock tower atop a Gotham City apartment
anonymously offered her services to law enforcement and building. When Black Mask discovered its location during a
government agencies. The first to answer her call was Aman- Gotham gang war and threatened to use Oracles systems as a
da Waller, who invited her to work with the Suicide Squad. weapon against Batman, she chose to destroy the headquar-
Soon thereafter, Oracle began to gather and sort information ters. An aircraft called the Aerie One served as Oracles home
on behalf of Batman, solidifying her new career as an infor- for a time, as did a penthouse apartment in Metropolis, and
mation broker to heroes and metahumans. a California company called Clocktower Systems that Oracle
founded when the Birds of Prey battled the techno-mafia
Oracles skills and connections grew until she was invited to in the city of Platinum Flats. Following the break up of the
be a member of the Justice League, operating on a global Birds and the apparent death of Batman, Oracle returned to
scale. As her influence spread throughout the worlds com- Gotham City where she is mentoring Stephanie Brown, the
puter networks, she decided she needed an agent for mis- newest Batgirl.
1 2 0 2 4 8 8 3 Dodge 6 Fortitude 7
Allies
One of Oracles greatest strengths is her incredible number of
allies. Batman and Robin have known Oracle since her days
as Batgirl, but her staunchest ally has always been her father,
Gotham City Police Commissioner James Gordon. She and
Nightwing have had a strong friendship ever since his days
as Robin that has blossomed into full-on romance on several
occasions. As Oracle, Gordon has worked with the Suicide
Squad and the Justice League. With Black Canary, Oracle is
the nucleus of the heroes who make up the Birds of Prey. She
has also been a mentor to the young heroes who followed
her in wearing the mantle of Batgirl.
Enemies
Oracle keeps a close eye on the Joker, unbeknownst to the
villain who paralyzed her. As Oracle, her computer skills have
brought her into conflict with Brainiac and the Calculator,
who is particularly obsessed with discovering her true iden-
tity. Enemies of the Birds of Prey such as Blockbuster and the
master blackmailer Savant are also enemies of Oracle. She has
an intense rivalry with the government agent codenamed
Spy Smasher, a one-time friend who took control of the Birds
of Prey in order to prove her superiority.
Billions of years ago, a guild of thieves stole various artifacts For uncounted millennia, Larfleezeknown to the Guardians
from the planet Maltus, home world of the Guardians of the as Agent Orangedwelled in secret in his temple on Okaara,
Universe. Among these items was a strongbox containing obsessed with protecting the orange lantern and satisfying
the fear Entity Parallax, which had been imprisoned by the his never-ending hunger and greed. He destroyed all intrud-
Guardians, and a map created by the Guardian Krona, which ers to his lair, stealing their identities and adding them to his
showed the location of a fabulous treasure. Pursued by the Orange Lantern Corps of energy constructs.
Manhunters, the Guardians android enforcers, the thieves
followed the map to the planet Okaara in the Vega system. So it remained until the Controllers, seeking a new source
There they discovered an ancient temple and an orange lan- of power for the impending War of Light, found Agent Or-
tern, the focus of the Light of Avarice. Falling under the Lights anges lair. When they attempted to take the orange power
influence, the criminals fought among themselves to possess battery, Larfleezes Corp destroyed them. Enraged by what he
the lantern. considered a violation of his agreement with the Guardians,
Larfleeze found a way to send them a message. When the
The Manhunters and their masters eventually found the Green Lantern Stel pursued a member of the Sinestro Corps
criminals. Determined to regain Parallaxs stolen prison and into the Vega system, Larfleeze captured the Green Lantern
contain the orange light, the Guardians offered the surviv-
ing criminals a deal: in return for the box, one of them would
be permitted to keep the orange lantern and, so long as its
power did not reach outside the Vega system, the Guardians Base: Okaara, the Vega system
would not interfere. The guild members fought each other to Current Members: Larfleeze
the death and Larfleeze emerged victorious.
MINE!
As with many characters able to field a vast number of
minions, Larfleezes power to, in effect, create an entire
Lantern Corps is not reflected in his Powers listing. The
wielder of the orange light has the ability to steal the
identities of others; an orange light-construct in the
victims image arises from the corpse, under the lantern-
wielders control, with a range of the traits listed for the
Orange Lantern Construct archetype. Some constructs
are different sizes (with appropriate ranks of Growth or
Shrinking) but most share the same traits.
The Orange Lanterns are constructs of Larfleezes power
and will, and require some effort on his part to exist. They
are essentially a sustained duration Summon effect, and
fade if Agent Orange is unable to focus on them.
Anyone attempting to take the orange lantern from
Larfleeze risks falling victim to the light of avarice and
the power of the Ophidian, the Entity of the lantern.
Overcoming the tremendous desire to have and control
the lantern requires at least a DC 30 Will resistance check.
The blue light of hope can temporarily overpower the
orange light of avarice, serving to Nullify it.
Personality
Orion is many ways his fathers son. He is prone to brooding,
dark moods, and violence. His rage makes him a powerful
and unrelenting combatant, but also makes him reckless. Ori-
on is equal parts heroic warrior and wrathful warlord. Orion is
famed for his tenacity and unwavering devotion to destroy-
ing Darkseid and his minions. Unlike many heroes, Orion has
no trouble using lethal force. He will not wantonly murder,
but he will lay waste to whole armies if the need arises and
feel no remorse for his actions.
16 15 5 3 12 1 3 4 Dodge 13 Fortitude 15
Parry 13 Toughness 15
Powers
Will 12
Astro-Harness: 66 points, Removable (13 points) 53 points
Astro-Force: Array (30-points) Power Points
Astro-Blast: Ranged Damage 15 30 points
Abilities 118 Skills 18
Astro-Barrage: Ranged Damage 10, Multiattack 1 point
Tractor Beam: Move Object 15, Continuous, Limited to Powers 101 Defenses 18
towing/pushing 1 point Advantages 15 Total 270
Flight: Flight 12 (8,000 MPH), Movement 5 (Dimensional
Travel: New Genesis/Apokolips, Environmental Adaptation: Complications
Zero-G, Space Travel 3) 34 points
Dog of War: Power-lifting 5 (Lifting Str 21; 50,000 tons); Enemies: Orion is the sworn enemy of his father Darkseid, his
Regeneration 2 7 points minions, and all other enemies of New Genesis. He will not
Immortal: Immunity 11 (Aging, Life Support), Impervious voluntarily avoid combat with or retreat from such foes.
Toughness 10 21 points Face of Rage: Orion is prone to berserker rages and explosive
Mother Box: Boom Tube (Space Travel 3); Intelligence outbursts, particularly when extremely frustrated or facing
(Feature 2); Restoration (Healing 8); Removable (5 points) hated foes. During these periods his features often take on a
19 points dark, twisted appearance reflecting his parentage. This causes
Orion to automatically fail any social interaction tests that rely
Advantages on persuasion, diplomacy, or subtlety. This effect lasts until he
All-out Attack, Diehard, Extraordinary Effort, Fearless, Great takes a standard action to use his Mother Box to calm his rage
Endurance, Move-by Action, Power Attack, Ranged Attack 5, and restore his Face of Peace.
Seize Initiative, Takedown, Ultimate Effort (Toughness) Vulnerability: Like all New Gods, Orion is vulnerable to attacks
from the substance Radion. This element is incredibly rare and
Skills
its origins are unknown. However, attacks made with a Radion
Athletics 6 (+22), Expertise: Tactics 7 (+8), Intimidation 10 weapon bypass Orions Impervious extra for his Toughness
(+14), Perception 4 (+7), Ranged Combat: Astro-Harness 4 (+7), and long-term exposure to large quantities of the element can
Vehicles 5 (+8) prove fatal.
Offense
Initiative +5
Sturmer, War Dog of Orion PL11 92 points
Astro Blast +12 Ranged, Damage 15 Abilities: Str 9 Sta 7 Agl 5 Dex 0 Fgt 7 Int -1 Awe 3 Pre 1
Unarmed +12 Close, Damage 16 Powers: Big Dog (Growth 2, Permanent, Innate; Protection 3),
Bite & Claw (Strength-Based Damage 4), Canine Senses (Senses
3; Tracking, Ultra-Hearing, and Acute Smell), Speed 5 (60 MPH)
Powers& Abilities Advantages: All-out Attack, Improved Critical (Bite & Claw),
Orion possesses incredible strength and stamina. He is a su- Improved Hold, Power Attack
perhumanly skilled warrior and veteran of countless battles. Skills Athletics 8 (+17), Close Combat (Bite & Claw) 2 (+9),
He can regenerate from terrible injuries, and his regenerative Intimidation 8 (+9), Perception 4 (+7), Stealth 2 (+7)
abilities can be augmented by the use of his Mother Box. In Offense Initiative +5, Bite & Claw +9 (Close Damage 13),
addition to his physical might, Orion controls a cosmic energy Unarmed +7 (Close Damage 9)
called the Astro Force. He can channel this power through a
special Astro-Harness for a variety of effects including flight Defense Dodge 8, Parry 8, Fortitude 12, Toughness 12, Will 5
and energy projection. Only Orion seems to be able to safely Totals Abilities 58 + Powers 18 + Advantages 4 + Skills 12 +
and reliably access this energy. Like all his fellow New Gods, Defenses 9 = 92
Orion is immortal. Complication: New Dog: Sturmer is a bear-sized, rather
intelligent, and very powerful dog of a god, but hes still a dog.
Allies
Note: Sturmer was presumed lost during a battle against the
Orion loves his foster father, Highfather of New Genesis, just General (see Vol. 1). However, it is possible the hound survived,
as he hates his natural one. He is close friends with Lightray will see resurrection along with his master, or will be replaced with
of New Genesis. He is married to the New God Bekka but a similar hound. Since he is not a constant companion of Orion he
the couple has problems due to Orions tendency to move is not bought as a sidekick (He would count as Sidekick 19).
constantly from one battle to another. Orion also counts as
trusted friends and allies Big Barda, Metron, Mister Miracle Enemies
(I), and Forager. He has often worked with various members Orion hates his father Darkseid more than any other single
of the Justice League and even joined the group twice. He being in existence. Orions hatred of Darkseid extends to all
is sometimes joined by Sturmer, a massive, super-powerful the Lord of Apokolips minions and lieutenants, especially his
war dog. half-brother Kalibak.
When Wayne Industries executive Lucius Fox was taken hos- Katana, and Metamorpho. They chose to remain together un-
tage by revolutionary forces in the Eastern European nation der Batmans guidance as the Outsiders.
of Markovia, Batman called on his Justice League teammates
to assist in rescuing him. The League, however, already prom- The Outsiders operated for a time in Gotham City, using Bat-
ised the United Nations none of its members would get in- mans facilities as their headquarters and assisting the Dark
volved in the situation in Markovia, so Batman quit the team Knight against a variety of threats. Eventually, trust issues be-
in protest and recruited some assistance to rescue Fox on his tween the team and Batman led to his decision to disband
own. Events involving Markovias would-be dictator Baron the Outsiders. The rest of the team chose to stay together,
Bedlam brought Batman together with Black Lighting, Geo- moving from Gotham to Los Angeles, sponsored by Geo-
Force (Prince Brion Markov, rightful heir to the throne), Halo, Forces home nation of Markovia. Although Batman eventu-
Faust
Sebastian Faust is the son of super-villain Felix Faust, who
sold his sons soul to a demon in exchange for power. The de-
mon twisted the bargain and granted the power to Sebastian
instead. Sebastian Faust is a great sorcerer and is able to steal
the powers and abilities of others. His lack of a soul grants
him certain immunities against Hell-born creatures and ef-
fects. It also makes him emotionless and gives him little sense
of morality. Despite this apparent handicap, Sebastian has
pursued a romantic relationship with Halo.
Grace
Grace Choi is a seven-foot-tall woman with a Bana Amazon
heritage. After being abused by her foster parents, at age
nine Grace ran away and was forced into a prostitution ring.
Her powers manifested at age twelve and Grace used them to
escape. She later became a bouncer for Chaneys nightclub in
Metropolis, which catered to aliens and metahumans.
Indigo
Indigo is actually Braniac-8 from the far future. She journeys
back to the early twenty-first century to ensure that Donna
Troy is killed (her continued existence apparently threatens
the Coluan domination of organics in the future). She cre-
ates a cover identity, Indigo, and claims to have come back in
time for repairs.
As Brainiac-8, Indigo gains the ability to transform her body though this exception seems to be weakening. She currently
into weaponry. She also has the ability to travel through time, hunts other vampires and has joined the current Outsiders.
though this is more of a plot point than a power.
Looker is extremely powerful due to her vampirism. If you
want to use the classic Looker, then remove all vampiric
Looker traits, reduce her abilities to Str 0, Sta 2, and Fgt 2, and in-
crease the protection of her Force Field to 8.
Emily Lia Briggs was a timid librarian who was, unbeknownst
to her, the last royal descendant of Abyssia, an underground
kingdom that her ancestor founded after he gained mental Technocrat
powers from a crashed meteor in 2000 b.c.e. The Abyssians
kidnapped and exposed Lia to the meteor fragment, which Wealthy inventor Geoffrey Barron went to Markovia to sell
gave her incredible beauty and mental powers. Katana, a his latest battlesuit design. Unfortunately, he arrived just as
bookseller who happened to know Lia, got the Outsiders to a vampiric coup led by Prince Roderick took over the nation.
rescue her. Lia, as Looker, joins the team. Geoffrey found himself implicated in the Queens murder
(who was actually killed by Roderick) and was forced to don
Lookers powers and association with the Outsiders unfortu- the battlesuit in self-defense. He aids the Outsiders in defeat-
nately puts a strain on her marriage and she separates from, ing Roderick and joins their ranks.
and eventually divorces, her husband. Looker pursues a mod-
eling career when the Outsiders move to Los Angeles and has Geoffreys wife Marissa is killed by the same assassin who
a brief affair with Geo-Force. kills Halo (ironically, Marissa hired the assassin). This initiates
a strange romantic triangle, as Halo, who took over Marissas
The opposition leader in Abyssia, Tamira, returns to power body, favors fellow teammate Faust while Geoffrey is still in
and engages Looker in a Rite of Challenge during which love with Marissa (who is now actually Halo). When the Out-
Looker loses most of her powers. Lia retires and leaves the siders split into two teams, Technocrat and Halo each join a
Outsiders but later returns to Markovia. She regains her pow- different team, which improves the situation.
ers during a battle with the vampire Roderick but is also
transformed into a vampire. Due to her metahuman blood Technocrat remains with the Outsiders after the two teams
Looker is initially spared the vampiric aversion to sunlight, rejoin. He is apparently killed when the hero Breach explodes
Personality
Parasite is ruled by his constant hunger for energy and seeks
it like a drug; only the power of a being like Superman can
truly satiate his hunger. Occasionally, Torval Freemans con-
Life Drain: Grab-based Weaken Stamina 18 (Resisted by Power Drain +8 Close, Affliction 18
Fortitude) 9 points Unarmed +8 Close, Damage 8
Mimicry: Morph 4 (any form), Limited to Power Drained
subject; Variable 12 (60 points for duplicating subjects Defense
traits), Continuous, Move Action, Limited to Power Drained Dodge 8 Fortitude 12
subjects, Limitedtraits reset to null when subject recovers
from Power Drain 100 points Parry 8 Toughness 6
Power Drain: Cumulative Affliction 18 (Resisted by Fortitude; Will 8
Powers Impaired, Powers Disabled, Transformed
Powerless) 36 points Power Points
Smell Life Energy: Senses 3 (Acute, Ranged Detect Life) Abilities 56 Skills 10
3 points
Torval Freemans Consciousness: Enhanced Intellect 4; Powers 160 Defenses 19
Enhanced Skill 4 (Expertise: Science 8) 12 points Advantages 1 Total 246
Advantages Complications
Improved Hold Hunger: Parasite needs to feed on the life energy of others in
order to survive.
Skills
Weakness: When Parasite duplicates a subjects powers, he
Deception 6 (+7), Expertise: Science 8 (+13), Insight 8 (+10), also acquires his weaknesses.
Perception 6 (+8)
Peacemaker
Though an American citizen, Christopher Smith grew up
in Austria with his father, an Austrian industrialist. Christo- Real Name: Christopher Smith
pher suffered trauma as a child when his father committed Occupation: Antiterrorism agent, president of Smith
suicide after being exposed as a former Nazi death-camp
officer. Though a model student and athlete, Christopher
Enterprises and the Pax Institute, vigilante
became psychologically troubled, and began seeing vi- Base: Geneva, Switzerland
sions of his deceased father berating him and driving him
to achieve.
pire and family fortune to fund a private version of the pro-
As an adult, Christopher became a sergeant in the U.S. army. gram, becoming a vigilante peacekeeper in order to keep
While serving in Vietnam, bad intelligence led him to attack the peace at any cost.
a civilian village as a military target. He was court-martialed
and jailed. While imprisoned, Christopher came to blame war Personality
for his troubles. He obtained early release by signing on with
the elite antiterrorism unit, Project: Peacemaker. When his Peacemaker is a man who loves peace so much he is willing
mother died, Christopher inherited his familys fortune. to fight for it. A bloodthirsty idealist and vengeful fanatic,
Smith is a wild card who can be difficult to control, even
Christopher devoted himself to Project: Peacemaker, under- himself.
going rigorous antiterrorism training. When funding for the
program was cut, Christopher used his fathers business em-
Complications
Motivation: Doing the right thing.
Obsession: Keeping the peace, no matter what the cost.
Quirk: Sees his dead father and deceased victims of terrorism
egging him on.
Secret Identity: Christopher Smith.
Allies
Peacemaker mentors the third Blue Beetle. He has been a
member of the Inner-Agency Task Force, Checkmate and the
Shadow Fighters.
Enemies
Peacemaker is a foe of terrorists and warmongers worldwide.
Anyone who threatens peace becomes his enemy.
Oswald Chesterfield Cobblepot was born into Gotham City and socially acceptable than robberyand considerably less
society but found himself an outcast because of his short risky. He even found it in his best interests to sell information
stature, obesity, and beak-like nose, together which earned to Batman and the Gotham City police department, with the
him the nickname the Penguin from rich bullies. Embar- happy side-effect of Cobblepots enemies going to jail and
rassed by his appearance, his parents shunned Oswald, who Cobblepot himself quietly taking over parts of their empires.
only longed for acceptance by the very people who pushed
him away. As he grew he recognized that his superior intellect During the No Mans Land disaster, the Penguin seized the
would serve him well and he could turn his eccentricities into opportunity to make a considerable amount of money as a
tools of intimidation, and set out to enter Gotham City society black-market goods dealer and eventually to ally with Lex Lu-
by any means necessary. thor, though this decision resulted in a protracted gang war
that nearly cost the Penguin his empire.
His initial forays into crime included several failed heists.
Though the Penguin remained a relatively obscure criminal, Infinite Crisis brought the Penguin close to ruin, with his em-
he used his time wisely, developing his signature umbrella pire destroyed by Black Mask and much of his wealth deplet-
gadgets and gradually building a reputation for intimidation ed. Never one to give up without a fight, the Penguin is cur-
that would come to serve him well in the underworld, all the rently working to rebuild his network and once again become
while making contacts among Gothams crime families. a powerful member of the underworld. These days he is again
seen in the second floor of the Iceberg Lounge, watching and
He soon opened his nightclub, the Iceberg Lounge, which listening to the social lives of Gothams elite.
would serve as a focal point of Gotham social life and as the
Penguins primary headquarters. He dressed according to Personality
his own sense of high fashion, often in a tuxedo and top hat,
Oswald Cobblepot desperately wants to be, and styles himself
sported a monocle and smoked imported cigarettes in long
as, an elegant, sophisticated and wealthy socialite. His criminal
holders. As owner of the Iceberg Lounge, the Penguin realized
activities help fund his lifestyle and he feels no compunction
that Gothams social elite might live and die by the rumors he
about engaging in less-than-legal dealings as long as they will
could sell, and Cobblepot quickly grasped that mastermind-
increase his social standing or line his pockets. In the past he
ing a pseudo-criminal organization was far more lucrative
was a far more active criminal, planning and executing heists
and robberies, but he now prefers to let underlings do his bid-
ding and make a profit from his extensive ties to the Gotham
Real Name: Oswald Chesterfield Cobblepot City mob. The Penguins love of ornithology and gadgetry
Occupation: Criminal, nightclub owner, socialite (especially his trademark umbrellas) notwithstanding, he is
Base: Gotham City (The Iceberg Lounge) more of an eccentric opportunist than sociopathic murderer
and uses his higher-than-average intelligence and social con-
His fascination with gadgets and lack of physical prowess The Penguin possesses deep ties to the Gotham mob, and an
have led him to create or commission the creation of an array audit of his business practices revealed connections to Lex
of umbrellas equipped with various features as a contingency Luthors empire as well. He was once a member of both the
against confrontation, including many kinds of weaponry. Injustice League and Suicide Squad, but now prefers a more
The trick umbrella array represents an arsenal of umbrellas lucrative solo career. His recent allies include the Riddler and
rather than a single, particular umbrella, so theyre Remov- Mad Hatter, and he has allied himself with several of Gothams
able as opposed to Easily Removable. other key criminal players when it has been profitable to do
so, including Catwoman, the Joker, Scarecrow and Two-Face.
As with other arrays, the Penguins trick umbrellas are made Batman occasionally uses Cobblepot as a source of informa-
for in-game power stunts. Feel free to give him an unusual tion: the Penguin is more than happy to sell information to
trick umbrella as a one-time stunt, especially focusing on at- Batman provided the price is right, though the Penguin has a
tacks targeting the heroes vulnerabilities (awarding players habit of neglecting to mention key elements that might give
hero points for the complication). Keep in mind the Penguins the Dark Knight too much help. He employs three hench-
Contacts, Connections, and Well-informed advantages often birds in the Iceberg LoungeJay, Raven and Larkbeautiful
grant him prior knowledge of his foes and potential obstacles women who serve as hostesses and information-gatherers.
to his plans.
Enemies
Like many of Batmans foes, the Penguin is more than just the
sum of his game traits. He makes effective use of his skills and The Penguins criminal activities put him in conflict with other
advantages, particularly his Benefits and Contacts, and his criminals and Gothams law enforcement, especially Batman
talent for planning his schemes down to the last detail. The and Robin. He has actively fought Two-Face, Killer Croc, Black
Penguins game traits do not include the fact that he nearly Mask, the Joker, Mr. Freeze, and the Great White Shark for
always has various henchmen at his beck and call, and a will- control over various parts of Gotham City, though usually in a
ingness to sacrifice such pawns if it furthers his goals. proxy gang war between underlings.
other betrayal by the younger Per Degaton, explodes in his immortality; when he fails, his time disc returns to the past
presence, apparently killing them both (this also could have and resets history, allowing Per Degaton to hatch a new
caused the paradox that allows for multiple versions of 1947 scheme.
Per Degaton, or he may have shifted out of time before the
explosion). Many of Per Degatons considerable resourcesand his in-
fluence over time itselfare not included in his game traits.
Most recently, Per Degaton appears in a ghostlike form due For example, Degaton may recruit allies and underlings from
to being trapped between time intervals. He can still use his throughout time and space; he has occasionally confronted
time travel powers and doesnt let his lack of a solid form heroes with old foes plucked from their future, for example.
prevent him from achieving his world-conquering dreams. He may likewise bring future technology into the past: in-
troducing nuclear weapons years earlier in World War II or
Personality bringing future tanks and soldiers into the present-day. The
Gamemaster should feel free to set Degaton up with whatev-
Per Degaton is a classic mad scientist, obsessed with time er resources necessary to carry out his schemes. In-game ad-
travel and prone to jealous rages when others achieve what ditions or last-minute power stunts are complications worth
he fails to do. He has a tendency to turn on his allies during awarding the players hero points.
these rages. Hes also a would-be world conqueror, using his
time-travel ability to alter history for his benefit and even try-
ing on occasion, without time travel, to raise an army to con- Allies
quer the world. Per Degaton originally worked for the American government
in projects such as the Time Trust and Project M. He also has
Powers and Abilities the remains of Mekanique as an allylover. After 1947, Per De-
gaton occasionally joins the Injustice Society.
Per Degaton travels through time by using a time disc. He
can see the future and is slightly out of phase with his pres-
ent, rendering him intangible. His primary method of attack Enemies
is to throw a small time disc that wreaks havoc on a victims
Per Degatons enemies include the Justice Society of America,
metabolism and causes innate powers to shut down or
the All-Star Squadron, the Justice League of America, and In-
spiral out of control. Per Degatons Immortality is not true
finity, Inc.
Any one of these stories may be true. Or, given the strange
events that draw the Stranger, they may somehow all be true.
All thats known for certain is that when events are at their
most dire, when forces beyond mortal imagination conspire
to destroy humanity, the Phantom Stranger appears at a cru-
cial moment to provide the counsel needed to protect the
innocent.
Personality
The Phantom Stranger is an enigmatic presence that usually
vanishes as soon as he provides whatever information or as-
sistance he deems necessary. While friendly to those he as-
sists, he is rarely casual, always driven by his mission to pro-
tect innocents and preserve the universe.
Allies
The Phantom Stranger has guided many champions of good,
but has been of particular assistance to magical heroes
such as those who make up the Sentinels of Magic. Hes also
close to the mystic Madame Xanadu, with whom he enjoys
a friendship that has stretched across centuries. Along with
John Constantine, Doctor Occult and Mister E, the Stranger is
part of the Trenchcoat Brigade who induct young magicians
into the ways of magic. In the Ninth Age of Magic, the Strang-
er was an ally of the Lords of Order and part of the circle of
cosmic powersthe Stranger, Zeus, the wizard Shazam,
Highfather, and the Oan Guardian Ganthetknown as the
Quintessence. Following recent events and the birth of the
Tenth Age of Magic, its unclear if the Stranger maintains any
of his connections, or if he too has been reborn.
The PIed
Pied Piper
The wealthy Rathaways spared no expense curing their son
Hartleys deafness, and indulged his resulting obsession Real Name: Hartley Rathaway
with music. In time, Hartleys genius unlocked the secrets of
sound and, having grown bored with idle wealth, he turned Occupation: Social activist
to crime as the Pied Piper. Despite his talents, the Piper was Base: Central City, MO
invariably defeated by the second Flash, even when acting
in concert with the other Rogues. Eventually, Hartley gave
Subsequent events have conspired to draw Hartley back
up crime (partly due to the Top involuntarily tampering with
into action as the Pied Piper. During the Final Crisis, Hartley,
his mind) and has since dedicated himself to providing for
wrongly accused of his parents murder and implicated in
the poor.
the fourth Flashs death, became a fugitive. During this time,
the Pied Piper learned his hypnotic
music was derived from the Anti-
Life Equation, which he then used
to destroy the malevolent Brother
Eye. Hartley inexplicably survived
the explosion, and renewed his
commitment to living an exem-
plary life.
Personality
Once entirely self-centered, Hartley
is now a nonviolent sort (unless his
friends or causes are sorely threat-
ened) dedicated to helping the
needy.
Allies
Once a Rogue, Hartley now helps
his friend Wally (the Flash) West
whenever the need arises.
Enemies
Mirror Master II, who murdered
Hartleys parents and framed him
for their deaths.
2 2 2 3 2 3 3 3 Dodge 13 Fortitude 8
Parry 13 Toughness 5/2*
Powers
Will 12 *Without Defensive Roll.
Super-Sonic Flute: Array (30 points)
Hypnotic Music: Perception Area (Auditory) Affliction Power Points
10 (Resisted by Will; Dazed, Compelled, Controlled),
Concentration 30 points Abilities 40 Skills 40
Sonic Blast: Perception Range Damage 10 1 point Powers 35 Defenses 37
Sound Waves: Cone Area Move Object 10 1 point
Advantages 12 Total 164
Vibratory Aura: Ranged Affliction 10 (Resisted by Will;
Dazed, Hindered & Impaired, Defenseless, Immobile & Complications
Stunned), Extra Condition 2, Limited Degree 1 point
Ventriloquism: Communication 3 (Auditory), Subtle Justice: Formerly motivated by the search for thrills, Hartley is
1 point now, foremost, an advocate for the poor.
Rat-Catching: Summon 3, Controlled, Horde, Multiple Prejudice: Hartley is openly gay and a former super-villain,
Minions 3 (Eight PL3 rats) 1 point and both earn him lingering disapproval.
Advantages
Benefit 2 (Independently Wealthy), Defensive Roll 3, Fascinate Changing His Tune
(Expertise: Wind Instruments), Improvised Tools, Inventor,
Quick Draw, Skill Mastery 2 (Expertise: Sonology, Expertise: Hartley only recently added Rat-Catching to his reper-
Wind Instruments), Well-informed toire, and as a Rogue employed some alternate instru-
ments (all Easily Removable):
Skills
The Ultra-Pipe summoned extradimensional,
Close Combat: Unarmed 3 (+5), Deception 4 (+7), Expertise: entangling Speed Demons: Ranged Affliction
Music Composition 8 (+11), Expertise: Science 5 (+8), Expertise: 10 (Resisted by Will; Dazed, Hindered & Impaired,
Sonology 10 (+13), Expertise: Streetwise 4 (+7), Expertise: Defenseless, Immobile & Stunned), Extra Condi-
Wind Instruments 8 (+11), Insight 5 (+8), Perception 5 (+8), tions, Limited Degree.
Persuasion 5 (+8), Ranged Combat: Sonic Weapons 7 (+10),
The Psychic-Pipe induced amnesia and rendered
Sleight of Hand 5 (+8), Stealth 6 (+8), Technology 5 (+8)
the Flash mentally incapable of using super-speed
Offense (Ranged Transform 10).
The Sonic Boomatron disintegrated people into
Initiative +2
sound waves (Ranged Transform 10).
Sonic Blast +10 Perception, Damage 10
Unarmed +5 Close, Damage 2
Plastic Man
Orphaned at the age of ten, Patrick Eel OBrian lived on the
streets of Chicago or in various boys homes, eventually fall- Real Name: Patrick Eel OBrian
ing in with a bad crowd and entering a life of crime. By 1941
he was a burglar and expert safecracker. During a heist at Occupation: Adventurer
Crawford Chemical Works, a night security guard surprised Base: Chicago, IL
OBrian and his fellow gang members. The guard shot OBrian
in the shoulder and ruptured a drum of experimental acid,
which got into the wound. OBrian turned over a new leaf. He adopted the identity of
Plastic Man and became a force for good.
Narrowly managing to escape, OBrian discovered his crimi-
nal compatriots had abandoned him. Fleeing from the police, Personality
he lost consciousness outside the city. He awakened at Rest
Haven, a monastic spiritual retreat, tended to by the monks OBrians transformation into Plastic Man seems to have af-
who found him. Believing in the possibility of redemption, fected his mind as well as his body. Hes charitably described
the monks kept OBrian hidden from the authorities and al- as eccentric and often considered to be downright crazy.
lowed him to recuperate. He discovered the acid in his wound Certainly his mind seems to stretch in directions most peo-
had given him unusual elastic properties, making him able ples do not. Plas mind is also directly connected to his mouth,
to stretch and mold his body in various ways. Inspired by the and he rarely stops talking a mile a minute unless he has to
monks example and wanting a way out of his life of crime, deal with something very serious (like an angry Batman).
2 5 5 5 5 0 2 2 Initiative +5
Unarmed +11 Close, Damage 2 (+14 grab check)
Powers
Elastic Body: Immunity 32 (Fortitude effects, Mind Reading), Defense
Impervious Protection 6 44 points Dodge 11 Fortitude Immune
Shapeshifting: Elongation 9, Morph 4 (any shape, Quirk:
Limited to the Same Colors), Variable 4 (physical traits, Parry 11 Toughness 11
20 power points, plus changing existing physical trait Will 10
allocations) 56 points
Power Points
Advantages
Abilities 52 Skills 26
Benefit (Ambidexterity), Connected, Daze (Deception),
Powers 100 Defenses 20
Defensive Attack, Grabbing Finesse, Luck 2, Redirect, Taunt
Advantages 9 Total 207
Skills
Complications
Close Combat: Unarmed 6 (+11), Deception 12 (+14), Expertise:
Law Enforcement 4 (+4), Insight 6 (+8), Investigation 6 (+6), Reputation: Plastic Man has a (well-deserved) reputation for
Perception 4 (+6), Ranged Combat: Throwing 4 (+9), Sleight of not taking anything seriously.
Hand 6 (+11), Stealth 4 (+9) Secret: Very few know about Plastic Mans criminal past.
Weakness: Extremes of temperature can cause Plastic Man to
ers, Brickface and Boss Annova. As a member of the All-Star melt or freeze solid (and even shatter!).
Squadron he fought various Axis agents and saboteurs and as
a Justice Leaguer he has gone up against foes ranging from
Circe (proving immune to her transformative powers) to the Luke later created a costume of his own and took the code-
interdimensional imp Qwisp (able to affect even Plastic Man). name Offspring, working with the Teen Titans and other
young heroes. Offspring has malleability similar to his father,
OffSpring but to an even greater extent, since he can also vary his color-
ation and not just his topography, allowing Offspring to truly
appear to be whatever he transforms into. He often uses the
Luke Ernest Loogie McDunnagh is Plastic Mans teenaged Variable effect of his Shapeshifting for Growth or Enhanced
son. Plas left Lukes mother, Angel, out of concern that he Traits reflecting greater size, density, or innately stronger
would mess his son up as badly as his own father did to him. forms (such as turning into a charging rhino)
He only reluctantly became involved in Lukes life in order to
keep him from joining a criminal gang. Since then, Plastic
Man has made more of an effort to become a part of his sons
life, and he and Luke have become closer.
Equipment
Plastique has 15 points to spend on equipment.
Advantages
Attractive, Defensive Roll 4, Equipment 3, Improvised Tools,
Languages (English, Native: French), Move-by Action, Prone
Fighting, Second Chance (Expertise: Demolitions checks),
Taunt
Skills
Athletics 5 (+7), Close Combat: Unarmed 7 (+9), Deception 8
(+10), Expertise: Demolitions 12 (+14), Expertise: Terrorism 10
(+12), Intimidation 6 (+8), Perception 5 (+6), Sleight of Hand 6
(+8), Stealth 6 (+8), Technology 7 (+9)
Offense
Initiative +2
Unarmed +9 Close, Damage 1
Object Explosion Close, Burst Area Damage 11
Bette Sans Souci is a Canadian citizen who used her knowl-
edge of explosives to wage a campaign of terror in support Defense
of the secession of Quebec from Canada. She would have Dodge 7 Fortitude 7
destroyed a New York newspaper building if it werent for
Parry 7 Toughness 6/2*
Firestorm, who foiled Plastiques plot by vaporizing the ex-
plosives laced into her costume. Will 6 *Without Defensive Roll.
Humiliated by her failure but still determined to make her Power Points
point, Plastique sought a black-market genetic modifica- Abilities 28 Skills 36
tion that would give her explosive powers. Plastique later at-
Powers 21 Defenses 20
tempted to assassinate the president of the United States and
the prime minister of Canada in New York. She was stopped Advantages 14 Total 1119
by Captain Atom, who took an interest in the failed terrorist.
Complications
With time and help from Captain Atom, she reformed and MotivationIdeologue: Plastique is a terrorist motivated
was pardoned by the United States and Canada. Shortly by political ideals rather than profit or power.
thereafter Plastique and Captain Atom were quietly married.
The couple joined Extreme Justice for a time but they soon Vengeful: Plastiques other primary motivation is evening
dissolved the team and their marriage. the score with anyone who has gotten in her way.
After the end of her brief marriage, Plastique resumed her vil-
lainous ways, teaming up with other super-villains who have
Powers & Abilities
a score to settle with the Justice League and Captain Atom. Plastique can cause objects to explode with tremendous
force simply by touching them.
Personality
Allies
Bette Sans Souci is a terrorist who believes the ends justify
the means, and she is completely willing to sacrifice the lives Plastique has been a member of the Suicide Squad, the Jus-
of innocent people to achieve her goals. tice League and the Bomb Squad.
Enemies
Real Name: Bette Sans Souci
Plastique was married to Captain Atom, but they have since
Occupation: Terrorist, criminal divorced. She has battled Firestorm several times and is con-
Base: Quebec, Canada stantly struggling against the Canadian government.
Upon her release, Ivy made her way to Gotham City, where she
planned to overtake its population with poison spores. She
was thwarted by Batman, and thus began her lifelong obses-
sion with the only man she has not found a way to control.
Ivy spent time in and out of Arkham Asylum for her various
misdeeds, often involving schemes to control or destroy men.
She eventually turned her activities toward protecting the en-
vironment (often at the expense of property or human life), but
upon acquiring enough wealth to find the solitude she craved,
she purchased an island in the Caribbean and left Gotham City.
Personality
If Hell hath no fury like a woman scorned, then Poison Ivys
mistreatment at the hands of men created a demon from
the Ninth Circle itself. She hates to see women mistreated,
and in revenge alternately kills, humiliates, or involves men
in complex schemes intended to shift the balance of tradi-
tional gender roles. Her previous life as a gifted botanist and
her immunity to toxins made her an ardent defender of the
environment, which she believes is being destroyed by the
male-dominated corporate world. Ivy was tempered in the
Personality
Kara compensates for her loneliness
and the confusion she feels in her
unique circumstances by hiding her
emotional vulnerabilities behind an aggressive
in-your-face exterior. She has a no-nonsense attitude
tempered with enough charm that her teammates like
her, and she keeps an open mind about most things. De-
spite her ability to see situations from others points
of view, she is still far more likely to choose a direct,
violent solution to a problem than many of her
former and current teammates.
17 13 3 2 6 2 2 2 Initiative +3
In her secret identity as Karen Starr, Power Girl is both a ca- Weakness: Kryptonite (see sidebar). As the survivor of an
pable businesswoman and a skilled computer programmer alternate Earths Krypton, standard (New Earth) kryptonite
and technician, something manyseeing only her aggres- doesnt affect Power Girl, only the remnants of her original
universes kryptonite.
sive public personado not know about her.
Allies Enemies
Superman and the JSA prominent are prominent allies, Kara identifies strongly with multiple incarnations of the JSA
though her experiences have won her the confidence of a (and now the JSA All-Stars) to the point that most of her en-
number of other heroes such as Oracle and Wonder Woman. emies are actually team enemies. Ultra-Humanite has caused
For reasons assumed to involve his relationship with a person her personal grief, as has Psycho-Pirate. She harbors intensely
he claims was her mother, the Atlantean sorcerer Arion also violent feelings toward Superboy-Prime because her cousin
holds Kara in fond regard. died by his hand.
Kryptonite
Every surviving Kryptonians greatest weakness is the radioactive remains of their home planet of Krypton, known as
kryptonite. It comes in a number of forms. Green kryptonite is by far the most common. Its radiation saps the Strength
and powers of Kryptonians, leaving them impaired, disabled, and eventually debilitated in Strength and power effects.
Long-term exposure (usually a matter of minutes, less for a large-enough amount) imposes the dying condition and
may led to death. Kryptonite radiation has little effect on humans unless they are exposed to it over a long period of
time, in which case radiation sickness or cancer can result. As has been shown with Power Girl and Superboy-Prime,
this vulnerability is also dependent on the origin of the kryptonite, as only remnants from that persons own planet
Krypton will negatively affect them.
Equipment
Prankster usually has up 60 points worth of comedic (and
dangerous) inventions at his disposal.
Advantages
All-out Attack, Contacts, Defensive Roll 2, Equipment 12,
Fascinate (Expertise: Comedy), Improved Trip, Inventor, Luck,
Set-up, Skill Mastery (Expertise: Comedy), Taunt
Skills
Acrobatics 3 (+5), Close Combat: Joy Buzzer 5 (+7), Deception 8
(+12), Expertise: Comedy 9 (+14), Ranged Combat: Laughing Gun
7 (+10), Sleight of Hand 6 (+9), Stealth 6 (+8), Technology 6 (+11)
Offense
Fired from his gig as the host of a childrens television show on
WGBS, Oswald attempted to exact revenge on the station but Initiative +2
was foiled by Supermanwhich was Oswalds true plan, in or- Laughing Gun +10 Ranged, Affliction 12, Resisted by Fortitude
der to exploit the media attention while in prison. Later, Oswald
reappeared with a new, younger body, presumably afforded him Joy Buzzer +7 Close, Damage 8
by Lord Satanus. Using the new technology that Brainiac (see Defense
Vol. 1) had introduced into Metropolis, the Prankster became a
viable threat, even at one point threatening Supermans life with Dodge 9 Fortitude 5
kryptonite-imbued nanobots. Eventually confined to the Phan- Parry 9 Toughness 5/3*
tom Zone by the Kandorians along with many other criminals,
Will 10 *Without Defensive Roll.
the Prankster was recently released by Superman.
Power Points
Personality Abilities 48 Skills 25
The Prankster is a demented comedian bent on unleashing Powers 20 Defenses 22
his own brand of twisted humor upon the world. Though he Advantages 23 Total 138
may at first appear harmless, the Prankster is a deadly foe
who will stop at nothing for a laugh. Complications
Trademark: The Prankster is irrationally determined to
Powers & Abilities demonstrate his sense of humor in every aspect of his career.
All of his crimes, gadgets and equipment must include some
Prankster has no powers of his own, but he is capable of
comedic element.
building any number of dangerous devices all based on a co-
medic modus operandi. Debt: The Prankster owes a debt to the Demon Lord Satanus.
The nature of the debt and when it will be called in are known
only to the demon and presumably the Prankster.
Allies
Oswald has been associated with the Underground Society criminals as they commit their own crimes. The Prankster also
and the Injustice League. He has also worked with Lord Sata- has half a dozen female assistants who help him by monitor-
nus, Lex Luthor, and is known to provide diversions for other ing Metropolis or serving him food.
Enemies
Real Name: Oswald Hubert Loomis Oswalds primary foes are Superman and Steel, though any-
Occupation: Comedian, ex-childrens one associated with the Man of Steel can be the target of the
show host, criminal Pranksters practical jokes. His arsenal has included a sonic
device that causes uncontrollable laughter, joy buzzers and
Base: Metropolis nanobots.
Offense Allies
Initiative +0 Ivo occasionally partners with T.O. Morrow, and has worked
Unarmed +3 Close, Damage 1 with the Secret Society of Super-Villains.
Defense Enemies
Dodge 9 Fortitude 8 Professor Ivo considers all members of the Justice League of
Parry 9 Toughness 12 America his enemies.
Will 10
Personality
Prometheus is obsessed with his mission in life: wiping out
heroes and exposing the law as a sham. Though he started
out looking for revenge, Prometheus goes about his work
in a cold, detached way. He plays through his schemes like
they are chess games, savoring the opportunity to outthink
and outplay his opponents. Hes arrogant enough to
want the opportunity to brag about how he has
Advantages
Daze (Deception), Defensive Roll 4, Luck 3, Seize Initiative,
Taunt
Skills
Deception 7 (+10), Expertise: Psychology 4 (+5), Insight 7 (+8),
Perception 4 (+5), Persuasion 4 (+7)
Offense
Initiative +1
Unarmed +3 Close, Damage 0
Medusa Mask Perception, Weaken Will and Affliction,
both Resisted by Will, DC 22
Defense
Dodge 11 Fortitude 5
Parry 7 Toughness 7/3* Roger Hayden grew up in an abusive home and turned to
Will 8 *Without Defensive Roll. crime at an early age. Incarcerated with cellmate Charles
Halstead, the first Psycho-Pirate, Hayden heard stories of the
Power Points Medusa Mask, which Halsteads information helped him find
Abilities 26 Skills 13 when he left prison. Moving into the costumed big leagues,
the new Psycho-Pirate was thwarted time and again by the
Powers 49 Defenses 23 JSA and then the JLA. Abducted by the Anti-Monitor to help
Advantages 10 Total 121 in that villains schemes, Hayden survived into the new real-
ity, adrift with memories possessed by him along. Strange
Complications
experiences followed as the new universe tried unsuc-
Addicted: Hayden is addicted to using the Medusa Mask. cessfully to integrate him, culminating in his working with
Alexander Luther to help bring about Final Crisis. Though
Reality-Challenged: Psycho-Pirate is a refugee from
an alternate reality that no longer exists and sometimes recently killed by Black Adam, Hayden has returned from
encounters difficulties because the multiverse doesnt know non-existence before.
exactly what to do with him.
Personality
Multiversal Anomaly Roger Hayden is an abuse victim grown into an abuser, and
when using the Medusa Mask he thrives on the emotional
At one point, Hayden temporarily could summon pre-
charge he feels from forcing emotions on others that he himself
Crisis versions of anyone back into existence. Mechani-
has suppressed. Because his home universe no longer exists,
cally, this is handled as a plot device trait rather than an
enumerated power. he slips in and out of lucidity, appearing delusional because he
isnt always interacting with the reality surrounding him.
Advantages
Attractive, Benefit 10 (Queen of Korll), Close Attack 6,
Defensive Roll 2, Improved Initiative 6, Leadership, Minions 6
(2 drone swarms), Move-by Action, Taunt
Skills
Athletics 6 (+16), Deception 10 (+18), Insight 8 (+15),
Intimidation 8 (+16), Perception 6 (+13), Persuasion 8 (+16),
Ranged Combat: Stinger Darts 6 (+13), Technology 6 (+12)
Offense
Zazzala is the queen of the hive-world Korll. She joined forces Initiative +32
with Lex Luthor to conquer Earth, beginning with New York Stinger Darts +13 Ranged, Affliction 8 (poison)
City, in exchange for one-third of the Earths population be-
Mind-Confusing Pollen +11 Close, Cumulative Affliction
coming her slaves. The Justice League thwarted her conquest
13, Resisted by Will
when they used Queen Bees color blindness against her.
Unarmed +11 Close, Damage 10
Driven to expand her empire, Zazzala continued to lust for the
prize of Earth. She cooperated with Lex Luthor several times Defense
in various attempts to conquer Earth, and eventually became Dodge 14 Fortitude 10
head of the international criminal organization H.I.V.E.
Parry 12 Toughness 10/8*
Will 12 *Without Defensive Roll.
Drone Bee Swarms PL6 Minions 47 points Power Points
Abilities: Str Sta 0 Agl 4 Dex -2 Fgt 0 Int Awe 0 Pre Abilities 118 Skills 29
Powers: Burst Area Damage 6 (Stings); Flight 5 (60 MPH; Powers 74 Defenses 20
Wings); Immunity 30 (Fortitude Effects); Impervious Protection
Advantages 28 Total 269
5; Insubstantial 2 (Swarm; Permanent, Innate)
Offense: Initiative +4, Stings (Burst Area Damage 6) Complications
Defense: Dodge 4, Parry 0, Fortitude Immune, Toughness 5, Partial Color Blindness: Queen Bee and her drones cannot
Will Immune see the color red.
Totals: Abilities 26 + Powers 73 + Advantages 0 + Skills 0 + Obsession: Queen Bee is power-mad and constantly strives to
Defenses 0 = 47 expand her empire.
The Question
The Question (Vic Sage)
Growing up an orphan in Hub City, Charles Victor Szasz
climbed out of poverty and violence to become the popular
investigative journalist Vic Sage. During an investigation of
Dr. Arby Twain, Sage was approached by his old college pro-
fessor and Twains former partner, Aristotle Tot Rodor. Rodor
informed Sage that Twain planned to sell Rodor and Twains
invention, Pseudoderm, to third-world nations. Designed to
be an artificial-skin medical aid that attached to natural skin
with a bonding gas, Pseudoderm was abandoned by Rodor
after studies showed it could increase wound toxicity. Despite
these risks, Twain planned to sell their invention overseas, an
action that would surely result in the death or injury of count-
less people. Donning a Pseudoderm mask, Sage stopped
Twains illegal transactions and captured the corrupt doctor.
Seeing that his masked identity could do things his civilian
identity could not, Sage kept the mask and added a chemical
that instantly changed the color of his hair and clothes, and
became the Question.
Becoming: Most of the Questions life has been a search for Defense: Dodge 15, Parry 15, Fortitude 8, Toughness 7/3*, Will
truth and meaning. He often gets himself into dangerous 12 *without Defensive Roll
situations out of a desire to discover the truth behind a mystery, Totals: Abilities 80 + Powers 0 + Advantages 36 + Skills 47 +
someones true nature, or even something about himself. Defenses 22 = 185
2 3 5 4 9 2 3 2 Initiative +9
Unarmed +16 Close, Damage 2
Equipmnt
Pistol +11 Ranged, Damage 4
Heavy Pistol: Ranged Damage 4 8 points
Note: Montoya carries a gun less frequently these days. Defense
HQ: Lighthouse 7 points Dodge 13 Fortitude 8
Size: Medium Tou: 8 Features: Gym, Isolated, Library, Living
Parry 13 Toughness 5/3*
Space, Power System
Will 9 *Without Defensive Roll
Advantages
Power Points
Accurate Attack, All-out Attack, Attractive, Close Attack 2,
Contacts, Defensive Attack, Defensive Roll 2, Equipment 3, Abilities 60 Skills 45
Evasion, Grabbing Finesse, Improved Defense, Improved Powers 0 Defenses 23
Grab, Improved Initiative, Improved Trip, Instant Up, Language
(Spanish), Power Attack, Takedown, Trance, Weapon Bind Advantages 24 Total 152
Skills Complications
Acrobatics 7 (+12), Athletics 8 (+10), Close Combat: Unarmed Addiction: Renee is a recovering alcoholic.
5 (+14), Deception 6 (+9) , Expertise: Law Enforcement 7 (+9), Relationships: Renee still has strong feelings for her
Expertise: Philosophy 3 (+5), Expertise: Streetwise 8 (+10), ex-girlfriend Kate Kane (See Batwoman, Vol. 1). She had a
Insight 5 (+8), Intimidation 6 (+8), Investigation 9 (+11), very close relationship with the first Question and is slowly
Perception 7 (+10), Ranged Combat: Guns 7 (+11), Sleight of becoming friends with Aristotle Tot Rodor.
Hand 2 (+6), Stealth 6 (+11), Vehicles 4 (+8)
Who Am I?: Like her predecessor, she seeks to come to grips
with who she has been, who she is now, and who she wants
to become.
mantle of the Question both to honor her friend and begin a Allies
new phase of self-discovery and personal development.
Renee was close to several GCPD officers, including her ex-
Personality partners Harvey Bullock and Crispus Allen (see Spectre). She
has feelings for Kate Kane (see Batwoman, Vol. 1) but the
Renee Montoya is a lot like the first Question at the beginning two are no longer involved. The first Question was her close
of his career: cynical, pessimistic and often angry. Also like the friend and mentor. She also counts Richard Dragon and Ar-
first Question, she is slowly changing; not that shes becom- istotle Rodor as advisors and teachers. She has worked with
ing like her predecessor, but she is on a path to finding her agents of S.H.A.D.E. and the Huntress.
own brand of inner peace and enlightenment.
Enemies
Powers & Abilities
Renees life as a cop was ruined by Two-Face, and since be-
Renee Montoya is a skilled investigator, martial artist and
coming the Question she has had several run-ins with the
markswoman.
Religion of Crime.
Personality
Ragman is exceedingly altruistic. He loves his community
and goes out of his way to keep hope alive for its law-abiding
residents. Running his fathers pawn shop allows him to buy
things from those in need of money.
2 2 4 3 6 2 4 2 Initiative +4
Absorb Evildoer +10 Close, Movement (Dimensional)
Powers
Attack, Resisted by Parry, DC 21
Absorb Evildoer: Movement 1 (DimensionalPocket
Suit of Rags +10 Close, Affliction 5, Resisted by Dodge
Dimension), Additional Ranks 10 (Limited to increase DC),
Attack (Resisted by Parry), Affects Insubstantial 2 (Full Unarmed +10 Close, Damage 2
Ranks), Grab-based, Limited to absorbing the souls of
Defense
evildoers 10 points
Detect Evil: Senses 4 (Accurate Ranged Detect Evil) 4 points Dodge 8 Fortitude 6
Enhanced Abilities: Regeneration 5; Variable 5 (Traits of
Parry 8 Toughness 5/2*
absorbed evildoers, 25 power points), Move Action 45 points
Levitation: Flight 1 (4 MPH) 2 points Will 8 *Without Defensive Roll.
Pulled to Danger: Teleport 8, Accurate, Uncontrolled 16 points
Power Points
Suit of Rags: Affliction 5 (Resisted by Dodge; Hindered &
Impaired, Defenseless & Immobile), Limited Degree, Extra Abilities 50 Skills 36
Condition; Extra Limbs 1 (Prehensile Cape); Feature 1 (Quick
Powers 84 Defenses 14
Change) 7 points
Advantages 19 Total 203
Advantages
Complications
Agile Feint, Assessment, Close Attack 4, Connected, Contacts,
Defensive Roll 3, Eidetic Memory, Fearless, Improved Grab, Motivation: Doing good works and giving hope to good
Languages (Hebrew), Move-by Action, Power Attack, Redirect, people.
Ritualist, Tracking Obsession: Absorbing the souls of evildoers into the suit of rags.
Skills Power Loss: On rare occasions the souls absorbed by the
suit of rags are able to rebel and collectively escape the suit,
Acrobatics 8 (+12), Athletics 6 (+8), Expertise: History 2 (+4),
depriving Ragman of souls to mimic.
Expertise: Magic 8 (+10), Expertise: Religion 4 (+6), Expertise:
Tactics 4 (+6), Insight 7 (+11), Intimidation 8 (+10), Investigation Secret Identity: Roy Regan
6 (+8), Perception 7 (+11), Stealth 8 (+12), Technology 2 (+4),
Vehicles 2 (+5)
Enemies
Allies Ragman is a foe of all evildoers, particularly those in Gotham
Ragman has worked with Batman (see Vol. 1) a number of city. He has had run-ins with the Diablos and has an evil dou-
times, and enjoys periodic membership in the Shadowpact. ble called Bagman
_ _
Ras al Ghul
The man now known as Rs al Ghl was born centuries ago
in the Arabian peninsula, part of a wandering tribe of no- Real Name: Unknown
mads. Interested in science from an early age, the young Ras
left his tribe to live in a city, where he became a scientist and
Occupation: Criminal mastermind
physician. Base: Various
There he discovered the life-renewing secret of the Lazarus
Pit, which he used to save the life of the prince of the city. plague upon the Earth that was destroying the natural en-
Unfortunately, the process also drove the prince mad and he vironment. He built up the Demon as a powerful worldwide
murdered al Ghls wife Sora, framing the physician for the criminal conspiracy, using the League of Assassins (or the
crime. Fleeing the city, Ras used his scientific knowledge to Demons Fang) to eliminate his enemies and earn further
infect the prince and his people with a plague. When called wealth and reputation for himself and his organization.
upon to help treat them, he killed the prince and king and led
his desert tribe to sack and destroy the city. By the modern era, Rs al Ghl was ready to launch his master
plan to save the Earth by culling the vast herd of humanity.
Armed with the secret of the Lazarus Pit, the former physician
founded a worldwide organization known as the Demon, Personality
calling himself the Demons Head (or Rs al Ghl in Arabic).
He traveled the world, gathering knowledge and fighting in Having vastly extended his own life, Rs al Ghl is arrogant in
various wars and conflicts. By the dawn of the industrial age, the extreme. With the benefits of his age and experience, he
Rs al Ghl became convinced that humanity was largely a considers himself superior to nearly everyone. Thus it is only
Sword (Strength-based Damage 3, Improved Critical) 4 points Unarmed +18 Close, Damage 4
Advantages Defense
Accurate Attack, Assessment, Benefit 6 (The Demons Head), Close Dodge 12 Fortitude 11
Attack 4, Connected, Contacts, Defensive Attack, Defensive Roll Parry 14 Toughness 8/5*
3, Diehard, Equipment X*, Fearless, Great Endurance, Improved
Will 14 *Without Defensive Roll.
Critical (Sword), Improved Defense, Improved Initiative, Inspire,
Inventor, Jack-of-all-trades, Languages 5 (16 languages), Precise Power Points
Attack (Close, Cover), Quick Draw, Ranged Attack 5, Startle,
Takedown, Weapon Bind, Well-informed Abilities 102 Skills 55
*Rs al Ghl has as many ranks of Equipment as needed. Powers 0 Defenses 24
natural that he can see and understand things they cannot, and
has the will to take action where others hesitate. Though he
claims to have the best interests of the world at heart, Ras cares
nothing for individual human lives, save for the small handful
of people he respects. Even thoselike his beloved daughter
Taliacannot be allowed to stand in the way of his plans.
Allies
True to his name, Rs al Ghl controls a vast global network of
followers called the Demon. The infamous League of Assassins
(made up of some of the most deadly killers in the world) is but
a part of this organization. Rs al Ghl can be expected to have
virtually any sort of mundane resource at his command.
Enemies
Al Ghls greatest and most persistent foe is Batman, whom
he calls Detective out of respect for his intellect and deduc-
Talia
Of Rs al Ghls various children, only his daughter Talia has
been her fathers true and dutiful servant. Raised as a part of
her fathers criminal organization, the Demons Daughter
learned everything she needed to become a worthy succes-
sor, from combat to leadership and, most of all, unquestion-
ing loyalty to her father.
Ravager PL10
STR STA AGL DEX FGT INT AWE PRE Skills
Raven
Raven has a long and tumultuous history. It begins with her
mother, Angela Roth, a teenage runaway who found refuge
in the Church of Blood, where she became impregnated by
the demon lord Trigon. Horrified by the possibilities of what
her child would be, Angela fled and was welcomed in Az-
arath, a mystical realm home to a pacifist civilization. Taking
the name Arella, she gave birth to Raven among the monks.
Brother Blood found her and used her to control Robin, but
the Titans freed them both. Raven adopted a white cloak
as part of her costume, to represent her freedom from her
fathers influence. After many adventures with her friends,
Raven was once more overcome, this time by the corrupted
souls of Azarath, who awoke the demon side of her nature.
The Titans, with the help of Arella and recent recruit Danny
Chase, were able to cleanse the souls of Azarath by destroy-
ing Ravens body.
0 1 2 2 2 3 5 3 Initiative +2
The Ray
Ray Terrill was raised in darkness, literally and figuratively.
Once the famed Night Boy, as a young adult Ray learned
that his severe allergy to sunlight was a lie told to disguise his
light-based super powers, which he inherited from his father
Happy Terrill, the costumed mystery-man who was the first
Ray. From Happy, Raymond learned to master his metahuman
abilities and became the second heroic Ray. The estranged pair
continue to work to overcome their dysfunctional relationship.
After stints with the Justice League Task Force and as a JSA
reservist, Raymond finally found a home in the third Freedom
Fighters and a father figure in Uncle Sam. Unfortunately, Ray
saw his teammates brutally murdered during the Infinite Crisis
and was taken prisoner as part of Alexander Luthors schemes.
Once freed, Raymond eventually rebounded and joined the
current Freedom Fighters, dispatching the traitorous third Ray
in the process. Raymond currently remains a core member of
the team, and is finally on better terms with his father.
Personality
Ray is a good man striving to be a better hero, searching for a
father figure to guide him on this path. He sometimes shows
TM
Advantages
Close Attack 4, Evasion, Great Endurance, Improved Grab,
Improved Initiative, Inventor
Skills
Acrobatics 4 (+12), Athletics 4 (+11), Expertise: Superheroes
(especially Blue Devil) 8 (+11), Insight 4 (+5), Perception 4 (+5),
Persuasion 4 (+7), Technology 8 (+11)
Offense
Initiative +12
Unarmed +13 Close, Damage 7
Fire Breath +9 Close, Damage 9, Reach 10 feet
Eddie Bloomberg was a gofer for his Aunt Marlas film com-
Defense
pany, the same company that employed Blue Devil. He idol-
ized Cassidy and his character Blue Devil so much that Ed- Dodge 12 Fortitude 9
die broke into Cassidys workshop and used the Blue Devil Parry 10 Toughness 7
suit designs to build his own Kid Devil suit, which he then
used to fight alongside Blue Devile for a brief timewith Will 6
mixed results. Following his aunts death, Eddie struggled Power Points
to find a purpose, ultimately making a deal with Neron for
powers (the demon really only triggered Eddies metagene), Abilities 30 Skills 18
though he didnt expect the freakish appearance that came Powers 108 Defenses 12
with them. Many adventures followed, always with mixed Advantages 8 Total 175
success, and Eddies relationship with Cassidy ended poorly.
Eventually, after losing his powers to Brother Blood, a very Complications
human Eddie died heroically during Calculators revenge
Appearance: Eddie looks like a demonic humanoid and cant
scheme against the Titans.
change back to a normal appearance.
Infernal Overlap: Despite the fact that he is a metahuman and
Personality not born of infernal origins, Red Devil suffers many of the same
Eddie has an enthusiastic need to prove himself worthy of weaknesses as actual demons. He can be damaged simply by
being a hero and deep-seated insecurities, which combine in proximity to holy ground and religious artifacts.
him over-compensating with more zeal than skill. Insecurities: Eddie suffers from raging insecurities regarding
his value as a hero (and a person) that stem from abandonment
Powers & Abilities issues with Blue Devil and Eddies Aunt Marla.
Red Devil is a metahuman. His strength, speed and durabil- attitude, Eddie is highly intelligent and technically gifted, par-
ity are enhanced beyond human limits, his body generates ticularly in electronics and engineering.
massive heat that he can direct as a gout of flame from his
mouth, and he heals much faster than ordinary people. He Allies
can teleport with the use of a flame effect. Despite his slacker
His allies include Blue Devil, Zachary Zatara, The Doom Patrol
and the rest of the Titans.
Equipment
Crimson Pistols: Ranged Multiattack Damage 5 15 points
Video Camera: Feature 2 (Can both record and broadcast)
2 points
10 additional points of equipment as needed
Advantages
All-out Attack, Close Attack 8, Defensive Roll 2, Diehard,
Equipment 6, Evasion, Improved Critical (Crimson Pistols),
Improved Initiative, Move-by Action, Power Attack, Takedown
Skills
Acrobatics 8 (+14), Athletics 8 (+10), Close Combat: Unarmed
1 (+9), Deception 12 (+17), Expertise: Streetwise 8 (+10),
Intimidation 14 (+19), Perception 8 (+10), Persuasion 13 (+18),
Ranged Combat: Crimson Pistols 9 (+14), Stealth 6 (+12),
Vehicles 5 (+10)
Offense
Initiative +10
Crimson Pistols +14 Ranged Multiattack Damage 5, Critical
19-20
Red Right Hand +16 Close, Damage 4, Penetrating 3
Unarmed +17 Damage 3
Defense
Dodge 13 Fortitude 13
Orphaned as a child, Jason Todd grew up on the streets of Parry 13 Toughness 7/5*
Gotham City until Batman caught him trying to steal the hub- Will 7 *Without Defensive Roll.
caps off the Batmobile. Taking him in, Batman trained Todd
Power Points
to become the next Robin as part of the Dynamic Duountil
Robin was beaten to death by the Joker. Abilities 70 Skills 46
Atrocitus later used arcane rituals to create the first red power
battery, bathing it in blood by using it to beat to death the
other members of the Five Inversions. Thus he tapped into
the red light of rage and raised the great red lantern from
a pool of blood on Ysmalt, also creating the first red power
rings.
The Red Lanterns feel great rage. The red ring replaces the
wearers heart, which no longer beats, and transforms their
blood into a fiery plasma the Red Lanterns can vomit out.
They burn with rage even in the emptiness of space. Most
wearers of the red ring are so consumed with rage they are
barely sentient and more like feral animals. Wielders like
Atrocitus, who manage to hold on to their sense of self, can
also use the red light to form constructs, similar to other
power rings.
Base: Ysmault
Current Members: Atrocitus, Abyssma,
Antipathy, Dex-Starr, Fury-6, Haggor, Ratchet,
Veon, Vice, Zilius Zox
Red Robin
As a boy, Tim Drake figured out that Bruce Wayne was se-
cretly Batman. Impressed by the boys deductive powers, Real Name: Tim Wayne
Batman began training him to be Robin. After Drakes father Occupation: Hero
was killed, Bruce Wayne adopted Tim, making him not only Base: Mobile
his sidekick but his son. When everyone else believed Bat-
man was dead, Tim was the only one who remained con-
fident that Batman was alive. Determined to find Batman
but wary of the attention he would attract as Robin, Tim Powers & Abilities
adopted the costume of Red Robin, once worn by Robin-
Red Robin is a highly trained acrobat and martial artist, but
gone-bad Jason Todd.
his best weapon is his mind. He is nearly as capable with com-
As Red Robin, he found the clues Batman left while lost in puters as Oracle, and as a detective is second only to Batman,
time and managed to deal the League of Assassins a substan- respected even by master strategists like Rs al Ghl. He car-
tial blow from within before returning to Gotham City to take ries a utility belt, but it is significantly streamlined compared
his place among the protectors of the city. to the one he wore as Robin and includes the heavy throwing
discs made by Jason Todd.
Personality
Allies
As Red Robin, Tim Wayne has moved beyond being Batmans
Red Robins closest allies are Batman and his other Gotham al-
sidekick to become a hero in his own right. Red Robin is con-
lies, including Oracle and Nightwing. Some of his best friends
fident and capable, and as a result of Batmans training he
are other young heroes such as Superboy, Kid Flash and Won-
often has plans within planssome of which require him to
der Girl, who were members with him of both Young Justice
watch his friends as closely as his enemies.
and the Teen Titans.
Complications
Enemies
The Hero Remade: Red Robin struggles to carry on the ideals
Red Robin has all the enemies he made in his days as Robin, of Batman while becoming a hero in his own right.
but he is especially hated by the League of Assassins, who
thought Red Robin was one of them while he worked to de- Crippled: To protect his secret identity from reporter Vicki
stroy them from within. Vale, Tim Wayne pretends to need leg braces and two canes,
which appears to make it impossible for him to be Red Robin.
Advantages
Benefit (Diplomatic Immunity), Great Endurance, Move-by
Action, Precise Attack (Ranged, Cover), Redirect, Set-up,
Teamwork
Skills
Athletics 6 (+16), Close Combat: Unarmed 5 (+12), Intimidation
4 (+7), Perception 6 (+9), Persuasion 6 (+9), Ranged Combat:
Red Star Blasts 5 (+10), Technology 4 (+8), Vehicles 4 (+9)
Offense
Initiative +18
When he was a teenager, Leonid and his archaeologist father
Red Star Blasts +10 Ranged, Damage 12
investigated an alien spaceship that crashed near the Yenesi
River. The ship exploded, bathing Leonid in a strange form Unarmed +12 Close, Damage 10
of radiation that granted him super powers. Leonid was a
Defense
staunch believer in socialism and turned himself over to the
Russian government for its use. He learned to control the new Dodge 8 Fortitude 12
energy in his body and became the first Russian super hero. Parry 10 Toughness 12
Red Star eventually joined the Teen Titans and became fast Will 8
friends with its members. During his term with the Titans he
Power Points
grew especially close to Pantha. When Red Star and Pantha
quit the Titans they decided to stay together and raise the Abilities 96 Skills 20
baby Wildebeest. The combined family relocated to Science Powers 90 Defenses 12
City, Russia, where they would assist both the Russian gov-
ernment and the Titans when called on. Advantages 7 Total 225
Advantages
Eidetic Memory, Evasion, Favored Environment (Aerial),
Fearless, Improved Initiative 2
Skills
Close Combat: Unarmed 7 (+10), Perception 4 (+8), Technology
10 (+12)
Offense
Initiative +12
Tornado Blast +9 Ranged, Damage 12
Unarmed +10 Close, Damage 10
Defense
Dodge 8 Fortitude Immune
Parry 8 Toughness 13
Will 8
Power Points
Abilities 42 Skills 11
Powers 125 Defenses 13
Advantages 6 Total 197
Complications
MotivationAcceptance: Fully aware that he is artificial, Red
Tornado wants to be treated as and live the life of an ordinary
human.
Weakness: Red Tornado has a kill switch on back of his neck
and is susceptible to being reprogrammed.
Personality
Reverse-Flash is a bitter, hate-filled man, who has based his
entire life on destroying Barry Allen and all that he represents,
primarily because he is jealous of the Flash. This makes the
Reverse-Flash petty and vicious, willing to hurt or kill others
just to get at his nemesis.
1 3 4 3 4 3 3 2 Dodge 16 Fortitude 9
Allies
Though he has worked with his namesake Zoom (Hunter
Zolomon) and other members of the Rogues and the Secret
Society, Reverse-Flash has no real allies in his one-man ven-
detta against his arch-nemesis.
Enemies
Reverse-Flashs hatred is focused on the Flash, and all other
speedsters who derive their power from the Speed Force cre-
ated by Barry Allens fateful accident and subsequent career.
Zoom
Hunter Zolomon began his obsession with the criminal mind
the day he was leaving home for college. His father, secretly a
serial murderer, killed Hunters mother when she gave him up
to the police, then died in a confrontation with them. Hunter
The RIddler
Riddler The Riddler has gone to great lengths to keep his past
shrouded in mystery. His real name appears to be Edward
Nigma, but thats obviously one of his carefully constructed
ruses. The psychiatrists at Arkham Asylum once determined
that his name was actually Edward Nashton (aka Eddie Nash)
and his obsession with riddles began when he cheated to win
a puzzle contest as a young boy, but theres reason to believe
that this story and the Nashton identity are also bogus.
Personality
The Riddler may be a psychopath, but hes also a genius and
hes compelled to prove it. His obsession with constructing
elaborate puzzles and traps is all about demonstrating the su-
periority of his intellect. Its not enough for the Riddler to sim-
ply defeat an opponent, he also has to out-think and humili-
ate that opponent, leaving no doubt of his accomplishment.
Allies
Nearly all of the most famous denizens of Gothams under-
world have collaborated with Riddler on occasion. Though
money is not his primary motivation, he has been known to
accept contracts if the target is sufficiently challenging.
Robin
Tim Drake and his parents met the Flying Graysons at the Haley
Circus when Tim was a child. Dick Grayson was his childhood Real Name: Timothy Jackson Wayne (formerly Drake)
hero, and Tim never forgot the tragedy of the death of Dicks
parents at the hands of criminals. Years later, while watching Occupation: Student; crime fighter
a news report on television, Tim deduced that Robin, the Boy Base: Gotham City
Wonder, was actually Dick Grayson, based on seeing Robin
perform an acrobatic maneuver that Grayson had performed
Boomerang at the behest of crime-broker the Calculator. Bruce
at the circus. He reasoned that Batman must then be Graysons
Wayne legally adopted the orphaned Tim after his fathers death.
guardian, Bruce Wayne. This realization about his heroes in-
spired Tim to study hard in school and undertake training in
Personality
disciplines such as martial arts, acrobatics and criminology.
Tim is a studious and intense young man who takes his respon-
After the death of the second Robin, Jason Todd, Tim sought
sibilities seriously. His strong moral compass led him to become
out Dick Grayson and revealed that he knew his secret identi-
Robin in the first place, because he has always felt Batman
ty in an effort to convince Grayson to become Robin again. He
needed someone to temper his tendency toward extremes.
argued that Batman needed a partner to help rein in his dark-
This makes Tim inclined to be lighthearted where his mentor
er tendencies. Grayson agreed to help, but refused to take on
is concerned, and serious when it comes to his own leadership
the mantle of Robin again. Using Robins uniform himself, Tim
responsibilities. Robin is a loyal and dedicated friend who never
saved Batman and Nightwing from Two-Face. Though initially
gives up, because there always are people depending upon him.
reluctant to mentor a new Robin, Batman eventually agreed
to take Tim on and train him as his new partner.
Powers & Abilities
Already a capable young man, having proven himself to both
Nightwing and Batman, Tim served admirably in the role of Trained by Batman and some of the worlds greatest experts
Robin. He was forced to take on more responsibility when in martial arts and criminology, Robin is an expert fighter,
Batman was incapacitated for a time, patrolling the streets of athlete, acrobat and investigator. Hes especially talented
Gotham on his own and handling some cases solo. Becom- with computers and technology, making excellent use of his
ing involved with Young Justice and a new incarnation of the hacking and organizational skills as a crime fighter.
Teen Titans honed Tims leadership and tactical skills. Like Batman, Robin uses a wide array of crime-fighting de-
One of Robins greatest difficulties was keeping his super hero vices and equipment. He often fights with a collapsible bo
identity a secret from his father, Jack Drake. Not long after Mr. staff and throws batarangs (or R-shaped shuriken). He uses
Drake learned that Tim was Robin, he was murdered by Captain a custom motorcycle for transportation when not swinging
across rooftops.
Power Points
Abilities 66 Skills 57
Powers 0 Defenses 20
Advantages 34 Total 177
Complications
Relationships: Robin has had some romantic entanglements,
but none have lasted.
Responsibility: To Batman and Gotham City.
Secret Identity: Timothy Wayne, Bruce Waynes
adopted son.
Allies
In addition to Batman and his other associates,
including Nightwing and Oracle, Robin has a
leadership role with the Teen Titans, a group that
currently includes many of the former members of
Young Justice. He and Superboy are best friends,
and Robin and Wonder Girl had a brief relationship
when Superboy was believed dead. They ended
the relationship even before Connor returned,
and now try to put it behind them.
Enemies
Robin can count Batmans various enemies as
his own, along with opponents from his time
with Young Justice and the Teen Titans. He has
been particularly effect against Rs al Ghl
and the League of Assassins, earning the re-
spect of the Demons Head.
Dick Grayson
The first Robin (see Nightwing). Batman took young circus aerialist Dick Grayson as his ward after his parents were
murdered by mobsters. In an effort to channel Graysons grief and anger at the death of his parents into positive action,
he trained him as his crime-fighting partner. Though the two have had their differences over the years, since Dick left the
role of Robin and adopted his own costumed identity, he and Batman have been able to work together nearly as equals.
Jason Todd
A street kid from the East End of Gotham, Jason Todd first met Batman while trying to steal the tires off the Batmobile.
When Jasons father, Willis, ended up working for Two-Face, Batman took Jason in and saw the potential for channeling
the boys anger into something productive. The Joker later kidnapped Robin, beat him severely, and left him trapped with
a time bomb, which killed him. The intervention of cosmic forces and Rs al Ghls Lazarus Pit restored Jason to life, but
twisted his sanity, leading him to adopt the identity of the Red Hood (see Red Hood).
Damian Wayne
The son of Bruce Wayne and Talia (Rs al Ghls daughter), Damian was genetically designed, grown in an artificial womb and
raised by the League of Assassins. Talia eventually revealed his existence to Batman and left Damian in his fathers care as a
distraction. Spoiled and vicious, Damian proved quite a handful, though he sincerely wished to earn his fathers approval.
The Rogues
The Rogues are a collection of technologically armed villains
who banded together for bigger criminal payoffs and mutual
support against their common enemy, the Flash. Originally
consisting of Captain Boomerang I, Captain Cold, Heat Wave,
Mirror Master I, the Trickster I, the Weather Wizard, the Top,
and the Pied Piper, their lineup has changed over the years
as members have died and yielded their spot to successors
or made (usually half-hearted and short-lived) attempts at
going straight.
Rogues minds in an attempt to eliminate their criminal tenden- come brutal. Hired by that worlds Thinker, Plunder sought to
cies, Cold put a stop to the Tops plans by freezing him to death. eliminate Captain Cold, Mirror Master II and the Flash III, who
had become trapped on his mirror Earth. Though Plunder
Years have passed since the Rogues debut and one thing failed to kill them, he did manage to follow the Flash and the
seems certainso long as there are Flashes, there will be villains back to their Earth, thereby escaping the destruction
Rogues to challenge them. of his own mirror world.
Plunder was one of the deadliest killers-for-hire on a mirror Plunder PL10 145 points
Earth where no Flashes existed and law enforcement had be-
Abilities: Str 4 Sta 5 Agl 3 Dex 5 Fgt 6 Int 2 Awe 3 Pre 2
Powers: Blaster Pistol (Ranged Burst Area Damage 5,
Girder PL10 112 points Easily Removable (6 points)), Rifle (Array (19 points), Easily
Removable (8 points): Bullets (Ranged Multiattack Damage
Abilities: Str 11* Sta 11* Agl 1 Dex 1 Fgt 6 Int 0 Awe 1 Pre 1 6, Extended Range), AE: Laser (Ranged Damage 7, Penetrating
Powers: Metal Body (Growth 4 (Permanent), Impervious 5), Feature 1 (Hidden Tracer in Rifle))
Toughness 10, Immunity 10 (Life Support)) Equipment: Boomerang (Ranged Strength-based Damage 1),
Advantages: All-out Attack, Diehard, Improved Grab, Weapon Camo Clothing (Urban), Fragmentation Grenades (Ranged
Break Burst Area Damage 5), Commlink, Heavy Pistol (Ranged
Damage 4), Survival Knife (Strength-based Damage 1,
Skills: Expertise: Steelworker 7 (+7), Intimidation 8 (+11), Improved Critical); 1 point of additional equipment
Stealth 0 (-3*)
Advantages: Accurate Attack, Close Attack 3, Defensive Roll,
Offense: Initiative +1, Unarmed +9 (Close, Damage 11) Equipment 6, Hide in Plain Sight, Precise Attack 2 (Ranged,
Defense: Dodge 7, Parry 9, Fortitude 15, Toughness 11, Will 5 Cover and Concealment), Quick Draw, Ranged Attack 8,
*Includes Growth modifiers. Ultimate Effort (Aim)
Totals: Abilities 48 + Powers 28 + Advantages 7 + Skills 8 + Skills: Athletics 4 (+8), Expertise: Criminal 5 (+7), Perception 5
Defenses 21 = 112 (+8), Stealth 6 (+9)
Complications: Mercenary: Girder is a villain for hire. Offense: Initiative +3, Rifle (Bullets) +13 (Ranged, Multiattack
Weakness: Unless he is simultaneously bathed in strong Damage 6), Rifle (Laser) +13 (Ranged, Damage 7, Penetrating
magnetic fields, exposure to air causes Girder to rust. His 5), Unarmed +9 (Close, Damage 4)
Agility and Dexterity decline by a point an hour under normal Defense: Dodge 14, Parry 12, Fortitude 11, Toughness 6/5*,
conditions until he is completely immobile. Rain and other Will 9 *Without Defensive Roll.
corrosive agents exacerbate the decay, causing his statistics to
decline even more rapidly. Disability: Girders body is gradually Totals: Abilities 60 + Powers 22 + Advantages 24 + Skills 10 +
corroding away, causing him tremendous agony. Quirk: Tony Defenses 29 = 145
doesnt understand the concept of boundaries when it comes Complications: Mercenary: Plunder is an assassin for hire.
to women, and takes indecent liberties even with women like Acceptance: Because his own world has most likely been
Magenta, who are quite capable of obliterating him. destroyed, Plunder wants to make a life for himself on New Earth.
After the House she built beneath the Nevada desert was
damaged by the Justice Society, Roulette turned the House
into a mobile operation, moving from city to city but continu-
ing to broadcast her battles to a waiting audience.
Personality
Roulette is extremely confident, certain even in the face of
incredible odds that she will always come out on top.
Roulette PL9
STR STA AGL DEX FGT INT AWE PRE Skills
Ace III PL10 95 points The Ace Android II PL13 186 points
Abilities: Str 10 Sta 6 Agl 4 Dex 2 Fgt 6 Int 0 Awe 1 Pre 1
Abilities: Str 14 Sta Agl 4 Dex 4 Fgt 8 Int Awe 0 Pre
Powers: Exoskeleton (Enhanced Agility 1, Enhanced Stamina
5, Enhanced Strength 5, Enhanced Strength 3 (Limited to Powers: Android Body (Enhanced Strength 4 (Limited to
Lifting; lifting Str 13, 200 tons), Removable (5 points)), Flying Lifting; lifting Str 18, 6,000 tons), Feature 1 (Turn Self Yellow),
Card (Flight 6 (120 MPH), Platform) Immunity 30 (Fortitude effects), Protection 14), Flame Aura
(Damage 8, Reaction), Flame Blasts (Ranged Damage 13,
Advantages: Teamwork Accurate 2), Nullify 11 (Gravity effects, Concentration)), Flying
Skills: Close Combat: Unarmed 4 (+10), Perception 4 (+5), Card (Flight 6 (120 MPH), Platform)
Sleight of Hand 5 (+7), Stealth 5 (+9) Advantages: Close Attack 4, Ranged Attack 5, Teamwork
Offense: Initiative +4, Unarmed +10 (Close, Damage 10) Skills: Perception 4 (+4)
Defense: Dodge 8, Parry 8, Fortitude 10, Toughness 10, Will 8 Offense: Initiative +4, Flame Blasts +13 (Ranged, Damage 13),
Totals: Abilities 46 + Powers 26 + Advantages 1 + Skills 9 + Unarmed +12 (Close, Damage 14)
Defenses 13 = 95 Defense: Dodge 10, Parry 10, Fortitude Immune, Toughness
Complications: Greed: Befitting a man dressed as a playing 14, Will Immune
card, Clay looks to get rich quick. Secret: Clay hopes his term Totals: Abilities 30 + Powers 137 + Advantages 10 + Skills 1 +
with the Gang remains largely unrecognized. Defenses 8 = 186
become a one-eyed Jack at the urging of the second Gam- Queen II PL10 138 points
bler, but the scarring implantation of a laser-emitting eye
wrecked his self-image and sanity. Abilities: Str 3 Sta 4 Agl 3 Dex 3 Fgt 3 Int 1 Awe 1 Pre 3
Powers: Blaster Pistol (Ranged Damage 9, Easily Removable
Re-Shuffled (-8 points)); Razor-Spade Launcher (Ranged Multiattack
Damage 5, Removable (3 points)); Flying Card (Flight 6 (120
While working for Hector Hammond, Jack II wielded an En- MPH), Platform)
ergized Sword (Strength-Based Damage 6, Easily Removable
Advantages: Accurate Attack, Agile Feint, Defensive Attack,
(2 points)), and had the Attractive Advantage. Both were lost
Defensive Roll 2, Evasion, Fascinate (Deception), Improved
after he gained his Laser Eye. The above statistics (without the Disarm, Improved Grab, Improved Hold, Improved Trip, Ranged
Powers & Equipment) can also be used for the original Jack. Attack 7, Teamwork
As Hi-Jack, Jack I was armed with sharpened playing cards
equivalent to Queen IIs Razor-Spade Launcher. While work- Skills: Acrobatics 3 (+6), Athletics 3 (+6), Close Combat:
ing for Prof. Amos Fortune, both Jacks carried Stellaration Unarmed 8 (+11), Deception 7 (+10), Expertise: Acting 9 (+10),
Ranged Combat: Razor-Spade Launcher 5 (+8)
Energy devices.
Offense: Initiative +3, Blaster Pistol +10 (Ranged, Damage 9),
S.H.A.D.E.
The Super Human Advanced Defense Executive, or S.H.A.D.E., tahumans, and the catastrophe in Bldhaven provided Father
is a United States government agency responsible for as- Time with more test subjects. Father Time began using brutal
sessing, investigating, and containing paranormal activity. tactics to contain the mutated population of Bldhaven, and
Lyndon Johnson founded S.H.A.D.E. with a massive budget was eventually stopped by the Teen Titans.
during the Cold War. The S.H.A.D.E. budget has been slashed
The research performed by S.H.A.D.E. allowed them to cre-
with each new administration.
ate a modern incarnation of the World War II-era superhu-
No one knows how long Father Time, the current head of man team known as the Freedom Fighters. The new group
S.H.A.D.E., has controlled the organization. Under Father was loyal to Father Time, who used them protect the interests
Times command S.H.A.D.E. has recruited or created many su- of S.H.A.D.E. and the U.S. governmentuntil the rebirth of
perhuman operatives. Two notable recruits are Frankensteins Uncle Sam.
monster and his Bride. The Bride is a long-time operative of
Uncle Sam is the physical incarnation of the national spirit of
S.H.A.D.E. and was recruited during a time when she thought
the United States. During World War II the original Freedom
Frankenstein dead. In truth, Frankenstein was inactive for
Fighters were led by Uncle Sam and his uncompromising
more than a century under a sleepy northwestern town.
sense of justice. Appalled by the new Freedom Fighters use
During the events of Infinite Crisis, S.H.A.D.E. operatives dis- of brutality to accomplish their goals, Uncle Sam set out to
covered the invasion of the Sheeda, a far-future genetically win over the hearts and minds of the modern team.
altered offshoot of humanity. The Sheeda traveled through
Over the course of his struggle to gain the loyalty of the Free-
time to harvest the citizens of New York. As most of the
dom Fighters, Uncle Sam unmasked a pawn of Father Time
worlds super heroes were occupied with the larger crisis, the
who had replaced Senator Henry Knight. In the guise of Sena-
U.S. government put S.H.A.D.E. in charge of repelling the in-
tor Knight, Gonzo the Mechanical Bastard won the presiden-
vasion.
cy of the United States. Uncle Sam and the Freedom Fighters
After the invasion was averted, S.H.A.D.E. was put in charge of exposed Gonzo the Mechanical Bastard and wrested control
cleaning up the environmental contamination in Bldhaven of S.H.A.D.E. from Father Time. The new president appointed
caused by Chemo and Captain Atom. During their long his- the Freedom Fighters as the directors of S.H.A.D.E. and re-
tory S.H.A.D.E. conducted experiments on humans and me- turned the organization to prominence.
Advantages
Diehard, Great Endurance
Skills
Close Combat: Unarmed 4 (+10), Expertise: Magic 2 (+2),
Intimidation 4 (+5), Perception 4 (+5)
Offense
Initiative +0
Hellfire +10 Ranged, Damage 14
Unarmed +10 Close, Damage 18
Defense
Dodge 9 Fortitude 16
Parry 9 Toughness 19
Tim Karnes was taken in as a foster child by David and Re-
Will 12 becca Freeman, becoming an older foster brother to their
Power Points
son, Freddy. When the Freemans were killed in a car accident,
Tim was shuffled off to one abusive failed foster family after
Abilities 84 Skills 7 another, while Freddy went to live with his grandfather. Tim
Powers 75 Defenses 23 grew to resent his foster brothers relatively normal life.
Advantages 2 Total 191 The Temple of Bagdan abducted Tim, revealing to him that he
was the inheritor of a bloodline possessing demonic power.
Complications
An infernal ritual unlocked the powers of six demons: Satan,
Demonic Pact: Sabbac owes his powers to six demons, who Aym, Belial, Beelzebub, Asmodeus and Creteis, transforming
can choose to withdraw those powers. Tim into the demonic Sabbac!
Transformation: Returns to his mortal identity upon saying
his name. Karnes is Str, Sta, and Ftg 1. Personality
Tim Karnes is a bitter young man, rejected by the world and
corrupted by the power he possesses. As Sabbac, he is an
Ishmael Gregor even more cruel and vicious bully, willing to do the work of
Tim Karnes is not the only one to wield the powers of infernal forces.
Sabbac; New York-based Russian mob boss Ishmael
Gregor stole Sabbacs demonic powers and identity for Powers & Abilities
himself, confronting the Outsiders and Captain Marvel,
Jr. as well as absorbing the power of the Seven Deadly Empowered by six demons, Sabbac has tremendous strength,
Enemies of Man to become even stronger. Gregors traits stamina, toughness, and the ability to fly and cast hellfire
are similar to those given for Karnes, though he later from his mouth and hands.
acquires Growth, allowing him to assume a gigantic
demon form as well. Gregor also has Expertise: Criminal Allies
8 and Expertise: Magic 6.
Sabbac was originally empowered by the Temple of Bagdan,
and has worked with Dr. Sivana, the Fearsome Five and the
Secret Society, though he has no true allies.
Real Name: Timothy Karnes
Occupation: Demonic host Enemies
Base: Mobile Sabbacs primary foes are the members of the Marvel Family,
particularly his foster brother Captain Marvel, Jr. He has also
clashed with the Outsiders, Superman and Donna Troy.
Advantages
Defensive Attack, Diehard, Fearless, Inspire 3, Interpose,
Leadership, Move-by Action
Skills
Athletics 4 (+5), Expertise: Theology 8 (+9), Insight 4 (+10),
Perception 4 (+10), Persuasion 4 (+10), Ranged Combat: Power
Ring 8 (+10), Technology 4 (+5), Treatment 4 (+5)
Offense
BroDee Walker was a priest from the planet Pacredo who Initiative +1
earned the title Saint for his ability to instill hope in others Force Blast +10 Ranged, Damage 18
during their darkest times. When Ganthet and Sayd broke
Unarmed +3 Close, Damage 1
away from their fellow Guardians to form the Blue Lantern
Corps, which would be the representatives of hope in the Defense
universe, they selected BroDee Walker.
Dodge 6 Fortitude 6
Ganthet and Sayd took Walker to their new home world of Parry 6 Toughness 14
Odym to begin the process of initiating him into the Blue Lan-
tern Corps. After three days of learning about the importance Will 14
of the Blue Lanterns and their ultimate destiny in the War of Power Points
Light, Walker accepted their invitation and became the first
Blue Lantern. Abilities 44 Skills 20
Powers 111 Defenses 20
Saint Walkers first mission was to find the next Blue Lantern
recruit. Walker traveled to Sector 002 and found a being called Advantages 9 Total 204
Warth who would become the second Blue Lantern. While Complications
Ganthet and Sayd were examining Warth, Walker sought out
Hal Jordan and brought him to Odym. Power Loss: The Blue Lantern rings are fueled by hope. If the
wearer of the ring and others near the wearer of a Blue Lantern
power ring lose hope, the ring ceases to function.
Real Name: BroDee Walker Weakness: The Force Manipulation array of the Blue Lantern
Power Ring only functions while within perception range of
Occupation: Blue Lantern, Saint of Pacredo a Green Lantern, also Flight and Force Field ranks are halved
Base: The planet Odym when out of this range.
Powers & Abilities This is a specialized kind of power stunt (see Extra Effort
in the Heros Handbook) with certain specific requirements:
Saint BroDee Walker wields the Blue Lantern power ring, one First, the Blue Lanterns Force Manipulation Array is limited
of the most powerful weapons in the universe. in ranks to the lower of the Will rank of the Blue Lantern
wearing the ring or to the highest-Will Green Lantern in
Allies perception range. Second, the ranks can increase signifi-
cantly when there is a large number of people hoping for
Saint Walker was the first member of the Blue Lantern Corps. the same thing. The effect rank is equal to the number of
He fought alongside Hal Jordan and many other Lanterns beings providing the hope, read on the Volume column
during the Blackest Night and would like to call most of them of the Measurements Table. So only one being is rank 0,
friends. whereas a billion souls is rank 30. Such unanimity of hope
tends to only occur in times of great crisis. This effect can
Enemies exceed normal power level limits (like other uses of extra
effort) but the GM decides on the conditions and the avail-
Nekron and the Black Lanterns. ability of hope to power the effect.
Sandman
Sandman (Sanderson Hawkins) Real Name: Sanderson Hawkins
Sanderson Sandy Hawkins was the nephew of Dian Belmont, Occupation: Adventurer and avenger
the woman who was Wesley Dodds paramour and sometime Base: Varies (he inherited many properties
assistant in his work as the Sandman. Sandy discovered that from his mentor)
Dodds was the Sandman, then accidentally became involved
in a case and helped Dodds solve it. He soon after joined the
Sandman as a fighting sidekick known as Sandy the Golden
Boy. The partnership inspired Dodds to change (temporar- him further and further away from his friends and into dark
ily, it turned out) from fedora, business suit and gas mask to moods and bouts of self-isolation. Reluctant to immerse him-
a brighter costume that made his profession as crime-fighter self too deeply in the heroic fray anymore because of how
more obvious. Sandy and his mentor fought the good fight such activity triggers his talents (and pulls him away from the
together for a number of years, but an experiment of Dodds ordinary people his visions provoke him into aiding), Sander-
tragically resulted in Hawkins transforming into a rampaging son helps his teammates now only when he knows they need
silicoid monster. Dodds was forced to incapacitate the young him specifically, and even then with obvious reluctance.
man, placing him in suspended animation while he spent de-
cades searching for a cure to Sandys condition. Personality
Eventually freed as the result of another accident, Sandy was Hawkins boyish exuberance is today tempered with the
manipulated by a villain named the Shatterer before being weight of his many traumatic experiences. He is serious, so-
cured in the final battle between them, Dodds, and Dodds ber and reserved. The violence of his past and the things he
allies. Human again, Hawkins renewed his partnership with sees in his dreams have also cost him on an emotional level,
Dodds just in time for both of them to be trapped in Limbo, so much so that he now distances himself from his allies, only
forestalling Ragnarok alongside most of the rest of the JSA. coming to their aid when absolutely needed.
When the JSA was released from that place, Dodds went into
semi-retirement and Sandy went on to finish his education (a Powers & Abilities
few decades late). After Dodds died while fighting Mordru,
Sanderson Hawkins is a geokinetic and limited geomorph with
Hawkins inherited the Dodds fortune, which he put to good
control over earth and derived materials, with a partially silicate
use helping the reformed JSA (of which he became a mem-
metabolism and the ability to shift to a particulate form and
ber), even donating a mansion for the team to make into a
back again. He has precognitive visions in his sleep and is men-
headquarters. Over time, the nightmares he inherited from
tally tied to the Earths well-being. Even without powers, Sandy
his mentor and the strains of his combined gifts and expe-
is physically formidable and highly skilled, with experience in
riences have weighed terribly on Hawkins, slowly pushing
2 6 2 2 8 3 3 3 Initiative +6
Equipment
Sandy PL6 73 points
Accoutrements: Gas Mask, Body Armor (Protection 2, doesnt Abilities: Str 1 Sta 2 Agl 3 Dex 2 Fgt 4 Int 2 Awe 2 Pre 1
stack with Hard as Rock) 3 points Equipment: Wirepoon (Ranged Damage 5 and Move 1
(Swinging) 11 points
Advantages
Advantages: Close Attack 3, Defensive Attack, Defensive
Accurate Attack, Benefit 2 (Independently Wealthy), Close Roll 2, Evasion, Equipment 3, Improved Defense, Improved
Attack 4, Connected, Contacts, Defensive Attack, Evasion, Initiative, Improved Trip
Equipment, Improved Defense, Improved Initiative, Improved
Trip, Well-informed Skills: Acrobatics 4 (+7), Athletics 4 (+5), Deception 2 (+3),
Insight 2 (+4), Investigation 2 (+4), Perception 4 (+6), Persuasion
Skills 2 (+3), Sleight of Hand 2 (+4), Stealth 4 (+6)
Acrobatics 6 (+8), Athletics 6 (+8), Deception 6 (+9), Expertise: Offense: Initiative +7, Unarmed +7 (Close, Damage 1),
Criminology 8 (+11), Insight 8 (+11), Intimidation 6 (+9), Wirepoon +2 (Ranged, Damage 5)
Investigation 8 (+11), Perception 8 (+11), Persuasion 6 (+9), Ranged Defense: Dodge 8, Parry 8, Fortitude 4, Toughness 4/2*, Will 4
Combat: Guns 8 (+10), Sleight of Hand 6 (+8), Stealth 8 (+10) *Without Defensive Roll.
the costumed-hero game dating back to his adolescence. He Totals: Abilities 34 + Powers 0 + Advantages 13 + Skills 13+
also goes into action wearing body armor and carrying Wes- Defenses 13 = 73
leys old tools, though he has been known to carry heavier
armaments when he felt it necessary (i.e., uses his unspent
Equipment points and trades out the rest for an adventure).
Sandy
Allies Note that the Wirepoon is included in the combat stats for
The JSA are his primary allies, though hes on good terms with completenessSandy began as a much more innocent fel-
many of the JLA as well. low than he grew up to be, and wouldnt have used the Wire-
poon for an attack unless he absolutely had to. Younger and
Enemies more spry, Sandy loses some of his agility as he grows older,
though he makes up for it in many other areas.
His enemies consist mostly of the team enemies earned fight-
ing alongside the JSA, though Johnny Sorrow is a notable
personal nemesis.
2 3 2 4 4 4 4 2 Initiative +6
Personality
Normally quiet and philosophical, as the Sandman Wesley
uses his dehumanizing mask and altered voice to terrify crim-
There is no land beyond the law
inals.
Where tyrants rule with
Powers & Abilities unshakable power!
Wesleys prophetic dreams provide symbolic clues to horrific
crimes in his vicinity. He is an ace detective, inventor and a Tis but a dream from which
skilled martial artist.
the evil wake to face
Allies their fate
The JSA, Dian, his butler Leslie Humphries, and (later) Sandy
the Golden Boy. Their terrifying hour!
Enemies
-The Sandman
The Face bedeviled Wesley through the decades.
Saturn Girl
Imra Ardeen was born on Saturns moon, Titan, a talented
telepath from a race of mind readers. She left home as a Real Name: Imra Ardeen-Ranzz
teenager to attend the Science Police Academy, traveling to
Earth on board a star-liner alongside wealthy industrialist R.J. Occupation: Legionnaire
Brande, Garth Ranzz and Rokk Krinn. Base: Earth
Imras telepathic abilities alerted her to a plot to assassinate
Brande, and her warning enabled Ranzz and Krinn to use
Personality
their powers of lightning and magnetism to help save the
industrialists life and capture his assailants. Inspired by sto- Saturn Girl is the heart of the Legion. From the earliest days
ries of heroes from a thousand years previously, R.J. Brande of the team, she served as a kind of mother figure, and has
encouraged his three young rescuers to form the Legion of always believed in her teammates more than anyone else,
Super-Heroes, and Imra adopted the codename Saturn Girl. including themselves. She also believes in the Legion and
its cause more than anyone. With her power to see past the
Saturn Girl served as a Legionnaire and as team leader. She way people behave on the surface, Saturn Girl knows that in
eventually became romantically involved with teammate and a cosmos plagued by political and social conflict, people are
fellow Legion founder Lightning Lad (Garth Ranzz) and, af- people and things can change. Shes smart, determined and
ter years of dating, they married. Initially, Legion rules forced has an almost unbreakable will.
them to resign from the team, but only a few months later,
circumstances forced the Legion to call upon all of its reserves Powers & Abilities
and the rule was changed, allowing the couple to return to
full membership. Saturn Girl is a powerful and skilled telepath, able to read
minds, probe for deeper thoughts and memories, and stun
Imra and Garth left the team again after the birth of their son, or shut down an opponents mind with a blast of telepathic
Graym. What they did not know was Graym was a twin (com- force. She also has limited telekinetic abilities. In addition to
mon on Lightning Lads home world of Winath). His brother her mental powers, Saturn Girl is a skilled hand-to-hand fight-
was abducted at birth by Darkseid, sent back in time and er and criminal investigator.
transformed into the monster Validus (see The Fatal Five in
Vol. 1). He fought the Legion (including his future parents) She is one of the most intelligent and perceptive members
for many years before Saturn Girl learned the truth through of the Legion and, because of her mental powers, the most
her mental powers and demanded Darkseid restore her son. often entrusted with keeping her teammates secrets. Her
Saturn Girl has remained more active in the Legion than her strength of will has enabled her to resist minds as powerful as
husband, who is content to care for their children. Universo and to stand up to Darkseid himself.
0 1 3 2 3 5 5 5 Abilities 48 Skills 25
Equipment
Flight Ring: Communication 5 (subspace radio, Anywhere,
Limited to Distress Signal 3); Flight 7 (250 MPH) 19 points
Telepathic Plug: Comprehend 3 (Languages; Speak,
Understand, Understood), Mental Communication 1 (100
feet) 10 points
Transsuit: Immunity 9 (Life Support, except for starvation and
thirst) 9 points
Advantages
Benefit 1 (Legion membership), Defensive Roll 4, Equipment 8,
Teamwork, Trance, Ultimate Effort (Will checks)
Skills
Acrobatics 6 (+9), Athletics 4 (+4), Close Combat: Unarmed 6
(+9), Insight 12 (+17), Intimidation 4 (+9), Investigation 4 (+9),
Perception 8 (+13), Persuasion 4 (+9), Vehicles 2 (+4)
Offense
Initiative +3
Mind Blast Perception, Affliction 11, Resisted
by Will (DC 21)
Unarmed +9 Close, Damage 0
Defense
Dodge 11 Fortitude 7
Parry 11 Toughness 5/1*
Will 15 *Without Defensive Roll.
Allies
A founding member of the Legion of Super-Heroes, Saturn
Girl can call upon any of its members (past or present) for aid.
Her mental powers actually make her one of the most trusted
Legionnaires, as she is used to keeping secrets and respecting
others privacy. This led members like Element Lad and Sensor
Girl to trust Saturn Girl with their lives.
Enemies
Though she has clashed with virtually all of the Legions
foes, many of Saturn Girls most personal enemies are men-
talists like her. They include the criminals Saturn Queen
and Esper Lass and the hypnotist Universo. Saturn Girl
reserves her greatest enmity for Darkseid, for having kid-
napped her son.
Equipment
Scythe: Strength-based Damage 3, Improved Critical, Reach
5 points
Advantages
All-out Attack, Defensive Roll 4, Equipment, Fascinate
(Intimidation), Skill Mastery (Expertise: Psychology), Startle
Skills
Close Combat: Scythe 4 (+10), Expertise: Chemistry 12 (+16),
Expertise: Psychology 12 (+16), Insight 12 (+15), Intimidation
10 (+14), Technology 4 (+8)
Offense
Initiative +4
Fear Gas Close, Cloud Area, Affliction 10, Resisted by Will
Scythe +10 Close, Damage 4, Crit.19-20, Reach
Defense
Dodge 8 Fortitude 6
Parry 12 Toughness 6/2*
Will 12 *Without Defensive Roll.
Power Points
Abilities 50 Skills 27
Powers 41 Defenses 23
Advantages 9 Total 150
Complications
Fear of the Bat: Batman is the only person the Scarecrow fears.
Dr. Jonathan Crane has always been obsessed with fear. He Scarecrow escaped from Arkham when Bane destroyed part
spent his childhood as outcast because of his love of book of the facility, and went on a crime spree with the Joker, ter-
learning and his gangly figure. He maimed a high-school bul- rorizing the mayor before Batman put a stop to their plans.
ly and killed the bullys girlfriend by dressing as a scarecrow Joker realized Scarecrow had tried to use the fear toxin on
and frightening them while they were driving, making them him and in retribution Joker nearly killed Scarecrow, sending
lose control of their car. Rather than feel remorse for his ac- Crane back to Arkham. He eventually escaped again when he
tions, Crane was delighted with the idea that he could fright- was mutated into a monster called Scarebeast. Crane cannot
en people so much that he could control them, a realization control when he turns into Scarebeast; it happens only when
that gave birth to his obsession. hes under stress or feels the need to defend himself.
Crane went to school and eventually became a psychiatrist of He worked with Black Mask to try to control Gotham after Bat-
some renown, working as a therapist at Arkham Asylum. He mans disappearance, and recently was given a yellow power
continued studying fear and eventually refined his fear toxin,
which he planned to release into Gotham City, but Batman
and Catwoman put an end to Cranes schemes. Ever since, Real Name: Dr. Jonathan Crane
Crane has taken the persona of the Scarecrow. He has spent Occupation: Psychiatrist, criminal
several stretches in Arkham Asylum, often in an isolation
ward so he cannot verbally manipulate his captors. Base: Gotham City
Secret Six
During the formation of the current Secret Society of Super-
Villains, not everyone was eager to join. Most of those who
refused to join were killed, though there were six exceptions.
Gathered together by a villain calling himself Mockingbird, this
Secret Six consisted of Cheshire, Deadshot, Fiddler, Scandal
Savage, Parademon and Rag Doll II. When Fiddler was killed for
fouling up a mission, the group recruited Catman. The group
fought the Society several times, maiming or killing several
members. Eventually the group was betrayed by Cheshire
and nearly tortured to death. The remaining Six members es-
caped with the help of a Society mole, Knockout, and the self-
sacrifice of one of their own, Parademon. It was then revealed
that Mockingbird was actually the original Lex Luthor who
was using the group to fight against his alternate-reality dupli-
cate who had posed as Earth-0s Luthor to set up the Society.
Deciding they were done being puppets, the Secret Six went
independent. Neither traditional super-villains nor heroes, the
Six Secret are a collection of outcasts, anti-heroes, mercenaries
and lunatics. Many of their members are at least a few of these
things simultaneously. They occupy a gray area in the DC Uni-
verse, running afoul of heroes and villains alike.
King Shark
King Shark is the son of the Shark God and a human moth-
er. First encountered in Hawaii by Superboy, King Shark has
gone on to be a powerful member of the super-criminal
population. Hes mainly acted as a mercenary villain but has
been most successful when working with groups such as the
Suicide Squad, the Legion of Villains, and the Secret Six.
After being recruited for the Secret Six, Rag Doll has managed
to form strange bonds with his teammates. He is still deranged
and often violent, but he also shows a softer, more childlike
side. Most members of the team treat him with a mixture of
affection and annoyance, like you would a kid brother. Note
that death is no obstacle to Rag Dolls curious definition of
familyhe keeps his best friend Parademons stuffed head
and torso in his room and often talks to it. He also collects
monkeys and likes to dress them up in little costumes mod-
eled after his teammates. Hes really not a well person.
Scandal Savage
Scandal Savage is a child of the immortal Vandal Savage and
his chosen heir. She was recruited by Mockingbird to help
put the Secret Six together but ultimately chose against him.
She has stayed with her teammates through numerous mis-
sions and tragedies, including the death of her lover and fel-
low teammate Knockout. The loss of her soul mate pushed
Scandal into a spiral of depression and alcohol abuse from
which she is slowly recovering. She has recently begun dating
a woman who looks nearly identical to Knockout. How lasting
and healthy this relationship is remains to be seen.
The Secret Six has gone through several configurations, but the power, she is a fragile, emotional girl. She could be a great
remaining teammates truly miss two of the original members. force for evil or goodonly time will tell which way she turns.
Parademon
Parademon was also from Apokolips, a renegade soldier of
Darkseid. He was Rag Dolls best friend, fondly calling the
contorting madman Clown for his bizarre sense of humor and
colorful costume. Parademon sacrificed himself to save the team.
Black Alice
Lori Zechlin is greatly troubled. Her mother committed sui-
cide, her father is a depressed shut-in, and her Wiccan circle
expelled her claiming she was a negative mystical influence.
This last development proved prophetic when Lori gained
the superhuman ability to borrow mystical powers from oth-
er beings. Calling herself Black Alice, Lori fell in with a rapid
succession of super-groups including Shadowpact, the Soci-
ety, the Birds of Prey, and recently the Secret Six. Despite her
To distract the heroes of Earth and further his plans for con- discover the secret identities of the heroes, and prompting
quering the planet, Darkseid funded the formation of a group the heroes to erase the memories of the villains when they re-
of villains he named the Secret Society of Super-Villains. gained their own bodies.
Headquartered in a skyscraper in downtown San Francisco
that they called the Citadel Sinister, the villains bickered Later, the Ultra-Humanite reformed the Secret Society in a
among themselves but enjoyed the frequent successes new Citadel Sinister deep in the Himalyas in order to attack
earned when working together after years of being defeated the Justice League and the Justice Society simultaneously.
The Ultra-Humanite and his Society nearly succeeded in
on their own. Infiltrated by Captain Comet and a clone of Paul
banishing the heroes to Limbountil the heroes turned the
Kirk, Manhunter, the Society was only a secret for a short time.
tables and banished the Society to Limbo instead. There they
The Manhunter clone sacrificed himself to thwart Darkseids
were trapped until the Ultra-Humanite managed to commu-
plans.
nicate with himself in the 1940s. This version of the Ultra-Hu-
The Society continued, however, under a variety of leaders manite retrieved the Society from Limbo in exchange for the
Funky Flashman, Lex Luthor, Gorilla Grodd, and finally the group attacking his enemies in the All-Star Squadron. The vil-
Wizard, who merged the Secret Society with his old team- lains of the Society were defeated and returned to their home
mates in the Injustice Society to attack the Justice Society. time period, and the group disbanded.
Later, they ambushed the Justice League and the villains Yet the Society survived as a multitude of splinter groups scat-
swapped minds with the heroesallowing the villains to tered around the world. When the Justice League of America
Base: Mobile
Darkseids Society: Blockbuster I, Captain Boomerang I, Captain Cold, Captain Comet, Captain Stingaree, Catwoman,
Cavalier, Chronos I, Copperhead, Floronic Man, Funky Flashman, Gorilla Grodd, Killer Moth, Lex Luthor, Matter
Master, Mirror Master I, Poison Ivy, Quakemaster, Reverse-Flash, Shadow Thief, Sinestro, Trickster I, Wizard
The Ultra-Humanites Society: Ultra-Humanite (leader), Brainwave II, Cheetah II, Floronic Man,
Killer Frost, Mist I, Monocle, Psycho-Pirate, Ragdoll I, Signalman
The Society: Alexander Luthor, Black Adam, Calculator, Deathstroke, Doctor Psycho, Talia al Ghu- l (leaders);
other members included most villains on Earth, with the exception of those who formed the Secret Six.
Headquarters: The Citadel Sinister
Base: Mobile
Golden Age: Crimson Avenger I, Dan the Dyna-Mite, Shining Knight I, Star-Spangled Kid, Stripesy, TNT, Vigilante I
Silver Age: Adam Strange, Batgirl, Blackhawk, Deadman, Metamorpho, Mento, Shining Knight II
Modern Age: Bulleteer, Frankenstein, Klarion the Witch Boy, the Manhattan Guardian,
Mister Miracle II, Shining Knight III, Zatanna
Totals: Abilities 24 + Powers 50 + Advantages 2 + Skills 2 + Defense: Dodge 8, Parry 8, Fortitude Immune, Toughness 16,
Defenses 17 = 95 Will 8
Complications: Horse: Vanguard is a flying, talking horse, but Totals: Abilities 86 + Powers 58 + Advantages 8 + Skills 29 +
still has all physical and social limitations of a normal horse. Defenses 10 = 191
Devoted: Vanguard is devoted to Ystina and will do everything Complications: Agent of S.H.A.D.E.: Frankenstein works for
possible to defend and protect her. the organization known as S.H.A.D.E. and is typically subject to
their orders. Repulsive: Frankenstein is ugly and off-putting
Taking the name Bulleteer, Harrower was prepared to answer and his appearance always inspires fear and revulsion in
Vigilantes call to reform the Seven Soldiersonly to back out others. Vulnerability: Magic like that of Klarion the Witch
at the last second, leaving Vigilante with only six heroes and Boys witch-brand benefits from an additional level of success
dooming their battle with the Sheeda. Determined to become against Frankenstein.
a true hero after hearing about the death of Vigilante, Bulleteer
worked with the F.B.I., became a bodyguard-for-hire, and finally Now uncertain if her time as a hero is over or just beginning,
confronted the ageless villainess Sally Sonic whose tempta- Bulleteer joined the Justice League for a time and battled to
tions led Bulleteers husband to test his process too soon. protect Washington D.C. alongside Wonder Woman. She con-
tinues to seek her destiny.
Defeating Sonic, Bulleteer was about to call an end to her days
as a hero when she met the spirit of Vigilante, who revealed
that she was a direct descendant of Aurakles, Earths first su- Frankenstein
per hero, and that her destiny was to save the world. Denying
destiny, Bulleteer set out to drive the defeated Sally Sonic to In the nineteenth century, the mad Victor Frankenstein
the hospital only to crash into the wounded Sheeda queen combined parts of corpses using his own science and blood
and kill her, fulfilling her part in defeating the Sheeda invasion. from the king of the Sheeda to create a monstrous hero that
Enemies Mental Control: From WWII until recently, the Shade was mystically
merged with a second person, Simon Culp, who would exert great
The Ludlow clan for most of his life, and numerous costumed mental influence when the Shade tired or otherwise dropped his
heroes throughout the second half of the twentieth century. guard. He was not aware of Culps presence or his actions.
Today, anyone who threatens his adopted home or the peo- Reputation: The Shade fought on the wrong side of the law
ple to whom hes grown close, such as the Knight and ODare for a long time. Most heroes and law enforcement agents,
families. particularly older ones, have a difficult time trusting him.
Shadowpact
The current Shadowpact team is the most recent in a long an entity called the Lord of Light. They defeated The Pentacle,
line of teams to use the name, though the name traditionally but the ritual to destroy the dome cost each of them a year
had a negative connotation related to lost causes. The mod- of life, and they emerged from Riverrock to find that the year
ern lineup came together originally as a desperate ploy by in question had passed from everyones perspective but their
Detective Chimp, who was hiding out in the Oblivion Bar, to own. They were declared dead, memorialized, and a new
recruit enough of the right people to make a stand against a owner moved into the Oblivion Bar.
rampaging Spectre, who was at that time targeting various
magically powered entities and places for destruction. After Over time, the team established themselves as bona fide
contributing to the Spectres defeat, a core group decided to heroes to the world at large, including issuing their three
stay together and operate as a team. laws of superheroics to the public at a press conference.
They were also deputized by Checkmate to aid that organi-
The teams first major action as a group was to investigate an zation in matters magical, a relationship Checkmate contin-
impenetrable dome of solid blood imprisoning the town of ues to exploit, to The Shadowpacts annoyance. Eventually,
Riverrock, Wyoming. With the help of the Phantom Stranger, the team discovered that the enemy they had been facing
the team made it through the dome and discovered that a through multiple proxies was one Dr. Gotham, a several-
group of arcane villains called The Pentacle was systematical- millennia-old sorcerer working to bring a godlike entity
ly sacrificing the residents of the town in a ritual to summon called the Sun King into this dimension. Combining forces
Detective Chimp
Detective Chimp, aka Bobo T. Chimpanzee,
aka Magnificent Finder of Tasty Grubs
(translation) was captured in equatorial
Africa by Fred Thorpe, an animal trainer
working for a carnival. He trained the
chimp to perform a staged detec-
tive act. While with the carnival,
Bobo met Rex the Wonder Dog
and was exposed to the waters of
the Fountain of Youth while tour-
ing in Florida. The waters gave
him eternal youth and the ability
to understand the languages of all
humans and animals. He later worked with Rex in
the Bureau of Amplified Animals and then on his
own, but after Thorpes death his lack of le-
gal standing (as an animal, he had no
civil rights and no ability to enforce
payment of debts) put an end to
his own detective agency. He
attempted to drown his sor-
rows in the Oblivion Bar, where
he remained through the ten-
ure of three owners before
he helped found the current
Shadowpact. Detective
Chimp is also a member
of The Croatoan Society, a
small club of renowned
detectives including Ralph
Dibny and Traci Thirteen.
Headquarters: Oblivion Bar 12 points Powers: Astral Projection (Remote Sensing 11 (8 miles; Visual,
Auditory, Mental), Body is defenseless, Subtle 2, AE: Levitation
Size: Medium Tou: 12 Features: Dimensional Portal, Library,
(Flight 4 (30 MPH)) and Mystic Shield (Protection 8, Impervious,
Living Space, Personnel, Power System, Sealed, Secret, Self-
Sustained ) ; Mystic Abilities (Array (18 points), Mystic Blast
repairing
(Ranged Damage 9), AE: Mage Hand (Move Object 8, Precise));
Advantages: Accurate Attack, Defensive Attack, Equipment Mystic Senses (Senses 2 (Magical Awareness, Radius))
3 (Oblivion Bar and chainmail), Improved Disarm, Improved
Advantages: Ritualist
Initiative, Interpose, Leadership, Power Attack, Quick Draw,
Takedown, Weapon Bind Skills: Deception 5 (+7), Expertise: Magic 6 (+8), Insight 4 (+8),
Perception 4 (+8), Persuasion 4 (+6), Ranged Combat: Mystic
Skills: Acrobatics 5 (+8), Athletics 5 (+8), Close Combat: Sword
Abilities 5 (+7)
of Night 6 (+11), Deception 6 (+8), Expertise: Musician 8 (+10),
Insight 6 (+8), Intimidation 6 (+8), Perception 6 (+8), Persuasion Offense: Initiative +2, Mystic Blast +7 (Ranged, Damage 9),
6 (+8), Stealth 4 (+7) Unarmed +4 (Close, Damage 0)
Offense: Initiative +7, Sword of Night +11 (Close, Damage 6, Defense: Dodge 6, Parry 4, Fortitude 6, Toughness 10/2*, Will 8
Penetrating 6), Unarmed +5 (Close, Damage 3) *Without Mystic Shield.
Defense: Dodge 12, Parry 12, Fortitude 9, Toughness 6, Will 9 Totals: Abilities 36 + Powers 57 + Advantages 1 + Skills 14+
Defenses 12 = 120
Totals: Abilities 44 + Powers 37 + Advantages 5 + Skills 26 +
Defenses 23 = 135 Complications: Apprentice: Warlocks Daughter has been
apprentice to a couple of powerful mystics, both of whom
Complications: MotivationDoing Good: Nightmaster is a
hold significant power over her path to the future. Where she
good, decent man and fights to make the world (any world) a
ends up is still a mystery. Supernatural Being: Murdered then
better place. Relationship: Nightmaster still has strong ties to
resurrected at the cost of her fathers life, Warlocks Daughter is
the land of Myrra and is sometimes called away to help defend it.
still coping with what shes become.
Advantages
Accurate Attack, Agile Feint, Chokehold, Close Attack 6,
Defensive Roll 3, Evasion, Grabbing Finesse, Hide in Plain Sight,
Improved Hold, Improved Initiative, Improved Trip, Instant Up,
Move-by Action, Skill Mastery 2 (Sleight of Hand, Stealth)
Skills
Acrobatics 8 (+13), Athletics 8 (+10), Deception 8 (+9), Expertise:
Thief 10 (+12), Insight 6 (+8), Perception 6 (+8), Sleight of Hand
10 (+15), Stealth 10 (+15), Technology 4 (+6)
Offense
Initiative +9
Unarmed+11 Close, Damage 5
Defense
Dodge 11 Fortitude 7
Carl Sands was an American growing up in Japan when he Parry 11 Toughness 6/3*
developed an interest in ninjutsu techniques. He applied him- Will 7 *Without Defensive Roll.
self to learning various skills and martial arts over the years,
and when he had achieved a sufficient mastery he embarked Power Points
on an unremarkable career as a burglar and industrial spy. Abilities 50 Skills 35
This mediocrity ended when Thanagarian criminal Byth hired
Sands for a job and gave him the alien Dimensiometer to aid Powers 49 Defenses 13
Sands in its commission. As the Shadow Thief, Sands became Advantages 18 Total 165
a worldclass criminal and saboteur, and never looked back.
Complications
Personality Delusional: Sands long-term exposure to the energies of the
Dimensiometer has affected his mind and weakened his grasp
A thief with no concern for the welfare of anyone he doesnt
on reality, to the extent that he sometimes engages in long
see in the mirror in the morning, Sands is reserved, generally
conversations with the inanimate Dimensiometer itself.
antisocial, and intensely private.
temporary power boosts from patrons like Neron and Star-
Powers & Abilities breaker.
Enemies
Real Name: Carl Sands Hawkman and Hawkwoman are the most prominent, but
his involvement in the death of Firestorm and humiliation at
Occupation: Thief and saboteur Manhunters (Kate Spencer) hands has probably added her
Base: Mobile and the resurrected Firestorm to the list.
Advantages
All-out Attack, Close Attack 5, Evasion, Favored Environment
(Aquatic), Improved Critical 2 (Claws and Teeth), Move-by
Action, Power Attack
Skills
Athletics 6 (+16), Intimidation 12 (+13), Perception 4 (+10)
Offense
Initiative +5
Claws and Teeth +12 Close, Damage 12, Crit. 18-20
Devour Minds Perception Range, Weaken Awareness
12, Resisted by Will (DC 22)
Instill Fear Perception Range, Affliction 12,
Resisted by Will (DC 22)
Defense
Dodge 8 Fortitude 12
The villain known as Shark began his existence as an ordinary
Parry 10 Toughness 14
tiger shark. He was accidentally exposed to nuclear radiation
and mutated into a highly intelligent and super-powered Will 12
bipedal shark. Shark received amazing powers but also re-
Power Points
tained his natural instincts and began hunting prey.
Abilities 90 Skills 11
When he encountered Green Lantern, Shark discovered a
man who had no fear and also the Green Lantern weakness Powers 87 Defenses 18
to yellow. Shark tried to leverage this knowledge, but was re- Advantages 12 Total 218
verted back to his original form. Shark returned several times
Complications
and fought Green Lantern and other heroes, each time with a
different temperament and powers. Unstable: Shark is an unstable genetic mutation. He is often
transformed back to an ordinary tiger shark, and each time he
Personality is re-mutated his mind and powers change.
Sharks mind is just as unstable as his genetics. At times he is man strength. His exposure to radioactive waste makes his
a master planner able to dethrone Aquaman, other times he genetic structure unstable; at times he has displayed vast
is barely able to speak, his mind subsumed by pure instinct. mental powers and the ability to instill fear in others and
devour their minds.
Powers & Abilities
Allies
Shark is a highly evolved tiger shark. He can swim at in-
credible speeds, breathe underwater and has superhu- Shark was a member of the Weaponers of Qward and the Se-
cret Society of Super-Villains.
Advantages
All-out Attack, Equipment, Improved Critical (Sword), Improved
Smash, Interpose, Power Attack, Sidekick 12, Takedown,
Weapon Break
Skills
Athletics 6 (+10), Close Combat: Swords 2 (+9), Expertise:
Sir Justin was a Knight of the Round Table in the sixth century
Arthurian Myth and Magic 8 (+10), Expertise: Medieval whose sword, armor and warhorse were enchanted by Merlin
History 8 (+10), Expertise (AGL): Riding 9 (+14), Insight 6 (+9), after he released the wizard from imprisonment. Pursuing an
Intimidation 6 (+9), Perception 5 (+8), Persuasion 8 (+11) ogre into the Northland, Justin and Victory were buried in an
avalanche of ice and remained alive in a state of suspended
Offense animation until the 1940s. Justin continued to use his knight-
Initiative +5 ly skills to fight crime in the twentieth century as the Shining
Knight. Merlin often called Justin back to the sixth century to
Enchanted Sword +13 Close, Damage 7, Penetrating 3 defend the realm of Camelot.
Unarmed +11 Close, Damage 4
Personality
Defense
Dodge 11 Fortitude 9
The Shining Knight demonstrates anachronistic sixth-century
sensibilities that curiously mirrors the values of modern super
Parry 11 Toughness 9 heroes; he is honorable, devoted to meting out justice, and
Will 9 utterly chivalrous to women.
Power Points
Powers & Abilities
Abilities 64 Skills 29
Shining Knight carries an enchanted sword that can cut
Powers 14 Defenses 21
through anything except his suit of magical armor. He is well-
Advantages 22 Total 150 trained in the use of knightly weapons and in excellent physi-
cal condition.
Complications
Honor: Shining Knight abides by an archaic code of chivalry. Allies
Man Out of Time: Shining Knight has difficulty adjusting to
Sir Justin has many allies across the centuries: the Seven Sol-
the modern world.
diers and the All-Star Squadron in the twentieth century, the
Justice Society in the twenty-first century, and the Knights of
Winged Victory PL6 53 points the Round Table in the sixth century.
Abilities: Str 6 Sta 6 Agl 2 Dex 0 Fgt 6 Int -2 Awe 2 Pre -2
Enemies
Powers: Winged Horse (Flight 7 (250 MPH), Wings; Growth 4,
Permanent, Innate; Protection 2; Speed 4 (30 MPH)) The Shining Knights most prominent enemies include Mor-
Advantages: Interpose gaine le Fey, the sorceress who plagued Camelot, and the
Dragon King, who killed Firebrand, his lady love.
Skills: Perception 4 (+6)
Offense: Initiative +2, Unarmed +6 (Close, Damage 6)
Defense: Dodge 4, Parry 4, Fortitude 8, Toughness 8, Will 4
Winged Victory
Totals: Abilities 20 + Powers 22 + Advantages 1 + Skills 2 + Merlins enchantment gave wings to Justins faithful steed,
Defenses 8 = 53 Victory.
Advantages
Daze (Intimidation), Diehard, Evasion, Great Endurance,
Improved Critical 2 (Jagged Edge), Improved Smash
The process by which Mark Scheffer became Shrapnel is un- Skills
known, and the up-and-coming hitman is not talking (if he
Athletics 3 (+10), Close Combat: Jagged Edge 4 (+8), Deception
even remembers). He first surfaced while pursuing his first
8 (+8), Expertise: Hitman 5 (+5), Intimidation 8 (+8), Perception
contract to murder a businessman in Kansas City. His at-
5 (+6), Ranged Combat: Fragmentation Blast 4 (+11)
tempts to walk past bystanders unnoticed went horribly awry
and he decided to kill anyone who saw him creating a trail Offense
of torn corpses that quickly focused attention on him.
Initiative +5
Shrapnel went underground and occasionally resurfaced. He Body Explosion Close, Burst Area 2 (60 feet)
was among many exiled villains during Operation: Salvation Damage 11, Penetrating 7
Run and joined the Cyborg Revenge Squad upon his return.
Fragmentation Blast +11 Ranged, Multiattack Damage 11,
He remains at large and available for work.
Homing, Penetrating 5, Crit. 18-20
Personality Jagged Edge +8 Close, Damage 12, Penetrating 4,
Crit. 18-20
Psychotic and insanely focused, Shrapnel seems to care only
about making it big in the assassination market. His speech is Defense
broken and disjointed, probably a result of his structure as a Dodge 7 Fortitude 11
composite being.
Parry 9 Toughness 13
Skills Personality
Close Combat: Unarmed 5 (+9), Deception 4 (+7), Expertise: Silver Banshee is driven, spiteful, ambitious and inconstant
Magic 2 (+4), Insight 4 (+7), Intimidation 6 (+9), Ranged in her desires. She craves vengeance whenever wronged and
Combat: Supernatural Sonic Powers 9 (+11) will kill those who get in her way. However, she will also seek
to repay any debts of honor she incurs and at times seems
Offense
more interested in freeing herself from her curse than seek-
Initiative +8 ing power and retribution.
Banshee Wail +11 Ranged, Damage 11, Affliction 11 (Fortitude
DC 21), possibly Weaken Stamina 11 Powers & Abilities
Unarmed +10 Close, Damage 6, Crit. 19-20 Silver Banshee is superhumanly fast, durable, can teleport
and has the strength of ten men. Her wail can kill any person
Defense
within sight whose true identity she knows and can cause
Dodge 12 Fortitude Immune pain in others. Her powers are magical in nature.
Parry 10 Toughness 10 The Weaken Stamina effect in each of her sonic powers
Will 10 doesnt work if she doesnt know her targets real identity, but
the other effects in those powers work normally.
Power Points
Abilities 68 Skills 15 Allies
Powers 196 Defenses 21 Silver Banshee has no regular allies.
Advantages 5 Total 305
Enemies
Complications
Silver Banshee has fought Superman on many occasions. She
Cursed: The Silver Banshee has returned to life a number of also has faced Batman and repeatedly has run afoul of Supergirl.
times, each time in service to a greater power or to whom shes
beholden. Her life is not her own.
Deadly: Silver Banshee freely uses her deadly abilities on
Real Name: Siobhan McDougal
anyone in her way. Occupation: Vengeful spirit Base: Mobile
As Silver Swan, Vanessa can fly using her large, silvery wings, Powers 108 Defenses 19
emit a devastating swan song, and telepathically communi- Advantages 4 Total 191
cate with and control birds.
Complications
Allies Self Hatred: Vanessa blames herself for everything bad that
has happened to her friends and family.
Vanessa is a long-time friend of Wonder Woman.
Enemies
Swansong
While under the control of Circe, Silver Swan fought Wonder
Woman and Wonder Girl. Vanessa is the third woman to use the name Silver Swan.
The first was Helen Alexandros, the second was Valerie
Beaudry. Each incarnation was closely tied to Wonder
Real Name: Vanessa Kapatelis Woman. Helen had Strength 10 and no Avian Telepathy.
Valerie lacked the Avian Telepathy power.
Occupation: Reformed villain Base: Boston, MA
Notable Sinestro Corps Members Bedovian (Sector 3): Crablike cannibalistic sniper.
The Sinestro Corps is composed of thousands of members Borialosaurus (Sector 3001): From a race of carnivorous
across the cosmos. The following are just a few of its known sea animals that were hunted down after they killed
members: members of Guardians of the Universe.
Ampa Nnn (Sector 3517): Serial killer from the planet Despotellis (Sector 119): Sentient virus responsible for
Lythyll, known for removing and meticulously cleaning the destruction of eighty-five percent of Space Sector
the organs of his victims. 119.
Base: Qward
Current Members: Sinestro, Ampa Nnn, Arkillo, Bedovian, Borialosarus, Despotellis, Devildog, Feena Sik,
Haasp the Hunter, Kru-Sil, Kiriazis, Low, Mallow, Murr the Melting Man, Ranx the Sentient City, Romat-Ru, Scivor,
Slushh, Tekik, and many others.
Devildog (Sector 1567): Convicted murderer on at least Slushh (Sector 3376): Amorphous alien that consumes
seventeen worlds. prey by engulfing and dissolving it with its internal acids.
Feena Sik (Sector 2897): Artist whose creations come to Tekik (Sector 3281): Robot from the planet Potter-59-3
life and kill. that rebelled, creating a fear program to infect other
artificial intelligences.
Haasp the Hunter (Sector 3492): Murderous brother of
Green Lantern Harvid.
Mallow (Sector 614): Head of a bloodthirsty gang of ma- Sinestro Corpsman PL12 168 points
rauders.
Abilities: Str 1 Sta 2 Agl 0 Dex 2 Fgt 3 Int 0 Awe 1 Pre 2
Murr the Melting Man (Sector 3490): A scientist named Powers: Yellow Power Ring (as given in the Sinestro entry,
Austin Snow transformed into a near-mindless being but with a 30-point Force Manipulation Array)
able to melt other life-forms by touch.
Skills: Athletics 4 (+5), Close Combat: Unarmed 3 (+7),
Ranx the Sentient City (Sector 3272): A massive, artifi- Deception 4 (+6), Insight 8 (+9), Intimidation 6 (+8), Perception
cially intelligent robotic city. 4 (+6), Ranged Combat: Power Ring 7 (+9)
Offense: Initiative +0, Ring Blast +9 (Ranged, Damage 15)
Romat-Ru (Sector 2813): Vile Xudarian criminal.
Defense: Dodge 10, Parry 10, Fortitude 9, Toughness 14/2, Will 15
Scivor (Sector 3106): Possessed of tremendous powers Totals: Abilities 11 + Powers 101 + Advantages 0 + Skills 18 +
of persuasion, Scivor once posed as a torture god, influ- Defenses 38 = Total 168
encing thousands to murder in his name.
Advantages
All-out Attack, Animal Empathy, Daze (Intimidation), Favored
Environment (Aquatic), Improved Initiative, Languages
(Atlantean), Power Attack, Startle
Skills
Acrobatics 4 (+8), Athletics 3 (+12), Expertise: Soldier 8 (+8),
Insight 5 (+8), Intimidation 7 (+10), Perception 5 (+8), Ranged
Combat: Hard Water Powers 8 (+12), Stealth 2 (+6)
Offense
Initiative +8
Control Water +12 Ranged, Damage 8
Hard-Water Weapons +10 Close, Damage 10, Penetrating 5,
Reach 4 (20 feet)
Hard-Water Projectiles +12 Ranged, Multiattack Damage 8
Unarmed +10 Close, Damage 8
Defense
Dodge 12 Fortitude 11
Parry 12 Toughness 8
Will 9
Power Points
Abilities 80 Skills 21
Powers 53 Defenses 19
Advantages 8 Total 181
Complications
Enemy: Siren is dedicated to destroying Aquaman.
Relationship: Siren has also sworn revenge against her sister,
Mera.
Solomon Grundy Many years ago, vain and wealthy merchant Cyrus Gold was
murdered, his body dumped into Slaughter Swamp near Go-
tham City. Mystical forces in the swamp attempted to trans-
form Gold into a new incarnation of Earths plant elemental,
but because Gold did not die by fire, the process was only
partially successful.
Advantages
All-out Attack, Close Attack 4, Fearless, Improved Hold, Power
Attack
Skills
Intimidation 8 (+8)
Offense
Initiative +0
Unarmed +10 Close, Damage 18
Defense
Dodge 8 Fortitude Immune
Parry 8 Toughness 20
Will 9
Power Points
Abilities 84 Skills 4
Powers 43 Defenses 19
Advantages 8 Total 158
Complications
Fury: Grundy is given to uncontrollable bouts of temper and
rage.
Gullible: Grundy is often fooled into helping out a new friend.
Johnny Sorrow
Johnny Sorrow (his stage name; his true name is unrevealed)
was a silent film actor who lost his job when talkies replaced
silent films. He steals a device that grants him intangibility
Real Name: Unknown
and the ability to teleport and uses these powers to commit Occupation: Criminal, former silent film actor
crimes. He runs afoul of the JSA and, during one encounter, Affiliation: Injustice Society
Sandy the Golden Boy (later Sandman) damages his device.
Rejecting an opportunity to surrender, Johnny Sorrow at-
Base: Mobile
tempts to escape with the broken device, but the malfunc-
tioning machine throws him into a different dimension
Johnny Sorrow returns to Earth several decades later and re-
known as the Subtle Realms.
forms the Injustice Society. This sets the stage for a number
While trapped there, Johnny Sorrow becomes a servant of of conflicts with the JSA, most notably when Johnny Sorrow
the King of Tears, a powerful demon that wants to manifest kidnaps Stargirl and tricks her into kissing him so that he can
on Earth. The King of Tears cannot manifest on Earth himself, become human again. This transformation would have re-
but is able to send Johnny back to Earth. Johnny finds his wife sulted in the death of Stargirl and her lover Atom-Smasher,
and takes his mask off, revealing the change that the King of but the JSA thwarted Johnny Sorrows plan.
Tears inflicted upon him. His wife drops dead at the sight of
his face. Personality
Later, Johnny Sorrow kills six of the Seven Shadows merely Horrified by his own face, Johnny Sorrow is a dedicated ser-
by exposing his face. The last Shadow alerts the JSA to the vant of the King of Tears, if only to use the demon for his own
threat. Johnny Sorrow opens a portal for the King of Tears, but endsbecoming human again. He harbors a particular ha-
Spectre transforms the demon into actual tears that the Flash tred for the current Sandman, whom he blames for his dis-
(Jay Garrick) places in a laboratory. figurement.
Advantages
Defensive Roll 5, Diehard, Evasion, Fascinate (Deception),
Fearless, Improved Initiative, Leadership, Ranged Attack 5,
Seize Initiative, Taunt, Uncanny Dodge, Well-informed
Skills
Close Combat: Unarmed 10 (+12), Deception 10 (+15), Expertise:
Silent Film Star 10 (+11), Insight 10 (+14), Intimidation 10 (+15),
Persuasion 10 (+15)
Offense
Initiative +6
Revealed Face Perception Ranged, Sustained Damage
14, Resisted by Will (DC 24), Sense-
dependent (Sight)
Unarmed +12 Close, Damage 1
Defense
Dodge 8 Fortitude 7
Parry 8 Toughness 11/6*
Powers and Abilities
Will 8 *Without Defensive Roll.
Johnny Sorrows most potent power is his own face. Anyone
who looks upon it dies or, in rare cases, suffers some other Power Points
terrible (but not fatal) calamity. He is intangible and can bend Abilities 54 Skills 30
energy harmlessly around him. He loses this intangibility
Powers 102 Defenses 17
when he removes his mask. The mask itself can be destroyed,
but Johnny can easily re-form it. Advantages 20 Total 223
Complications
Allies
Servant of the King of Tears: Johnny Sorrow is beholden to
Johnny Sorrow has been a member and sometimes leader of and the willing servant of a major demon that is trapped in
the Injustice Society. another dimension. Most of Johnny Sorrows schemes involve
bringing the King of Tears to Earth.
Enemies
Cant See Own Face: If Johnny Sorrow sees his own face he will
Johnny Sorrow counts the JSA and the JLA amongst his en- be temporarily paralyzed and powerless.
emies.
Personality
As the Angel of Vengeance, the Spectres core personality is
elemental, an unforgiving force of nature absolutely relent-
less in its pursuit of its brutal duty to punish the guilty. When
combined with a host, Spectre is more a gestalt, subsuming
many of the hosts own personality traits in tandem with its
own and exaggerating others (such as Corrigans anger and
sense of righteousness or Jordans sometimes reckless cer-
tainty).
Allies
The Spectres allies include the Hosts of Heaven, various
good-aligned mystics, and his former teammates in the JSA.
Advantages
Accurate Attack, Defensive Roll 3, Equipment 3, Improved Aim,
Improved Critical (Standard Arrow), Improved Initiative, Precise
Attack 2 (Ranged, Cover and Concealment), Quick Draw
Skills
Acrobatics 3 (+6), Athletics 7 (+8), Close Combat: Unarmed 3
(+6), Deception 3 (+5), Expertise: Streetwise 4 (+5), Insight 6
(+7), Intimidation 2 (+4), Investigation 4 (+5), Perception 4 (+5),
A victim of child abuse, Mia Dearden ran away from home Ranged Combat: Bow and Arrows 9 (+11), Stealth 6 (+9)
at an early age and was eventually forced into prostitution.
Offense
Her life changed when she met Green Arrow, who sent her
to his friend Oliver Queen for help. Mia impressed Queen by Initiative +7
quickly figuring out that he and Green Arrow were one and Unarmed +6 Close, Damage 1
the same, prompting the Emerald Archer to adopt her as his
Bow +11 Ranged, Damage 5, Crit. 19-20, or
new ward. Though Queen and his associates trained Mia in
other effects
archery and various other combat skills, he initially refused to
allow her to suit up to fight crime alongside him. Defense
Mia finally became the new Speedy a couple of years later. Dodge 11 Fortitude 6
Queen allowed her to become an active crimefighter after Parry 9 Toughness 4/1*
Mia discovered she contracted the HIV virus while a prosti-
Will 6 *Without Defensive Roll.
tute. Mia has battled by his side ever since.
Power Points
Personality
Abilities 28 Skills 26
Mia Dearden grew up on the mean streets where she had Powers 0 Defenses 24
to learn how to take care of herself in order to survive. Wise
beyond her years, shes cunning, courageous and capable of Advantages 13 Total 91
keeping her head under the most stressful circumstances. Now Complications
that shes become a costumed adventurer, she finally feels like
she has a future and she wont give it up without a fight. Complications: MotivationLegacy: Mia is motivated to
live up to her mentor Green Arrows example. Chronic Illness:
Powers & Abilities Speedy is HIV-positive and must deal with the health and social
implications.
Mia is an expert archer trained by Oliver Queen himself, and
she carries an arsenal of Queens trick arrows. Black Canary Allies
schooled her in a number of martial arts, making her a skilled
hand-to-hand combatant and acrobat. Speedy is the Green Arrows sidekick and a close friend of
Black Canary, Roy Harper and Connor Hawke. Shes also a
member of the Teen Titans.
Real Name: Mia Dearden
Enemies
Occupation: Adventurer
Base: Star City Mia has had particularly unpleasant run-ins with former-Robin
Jason Todd, the Electrocutioner and the League of Assassins.
Advantages
Attractive 2, Defensive Attack
Skills
Close Combat: Unarmed 3 (+6), Expertise: Business 8 (+10),
Insight 6 (+8), Perception 6 (+8), Persuasion 4 (+7), Ranged
Combat: Power Ring 9 (+11), Vehicles 6 (+8)
The only child of Ferris Aircraft founder and aerospace mogul Offense
Carl Ferris, Carol dreamed of becoming a pilot, and devel- Initiative +2
oped considerable skill in flying and understanding planes.
Force Blast +11 Ranged, Damage 15
Her dreams were cut short, however, by her fathers ill health
and the need for someone to handle the day-to-day opera- Unarmed +5 Close, Damage 0
tions of his company. So she set aside her own wishes and
Defense
took over as CEO of Ferris, telling most people her father was
living in retirement in Miami. Dodge 13 Fortitude 10
Carol hired Hal Jordan as a test pilot despite his history as a Parry 10 Toughness 13
troublemaker, partially because their fathers had been close. Will 15
She found herself attracted to Jordan, but her refusal to date
an employee initially stifled their relationship. Technical con- Power Points
sultant Hector Hammonds romantic interest in Carol turned Abilities 30 Skills 21
dangerous after he was mutated by exposure to a meteor Powers 100 Defenses 40
fragment in the wreckage of Abin Surs spacecraft.
Advantages 3 Total 194
As Carol and Hals relationship blossomed, the alien Zamar-
rons learned Carol was in love with Sector 2814s Green Lan- Complications
tern and used an alien gem to transform her into Star Sap- Relationship: Carol is in love with Green Lantern Hal Jordan
phire. She fought Green Lantern on different occasions under and the two of them share a complicated relationship.
the gems influence, and their relationship suffered for it.
Responsibility: As one of the Star Sapphires, Carol owes
Years later, after Carol and Hal had gone their separate ways, responsibility to other wielders of the violet light of love.
she fell under the Star Sapphires influence again. Hal was
membership in the Star Sapphires and she accepted only
able to free her from it, and the Zamarrons decided the gem
when she learned Hal was in danger and she could help him.
exerted too much influence over its wearer, so they created
Since then, she has worked in cooperation with the Star Sap-
the first violet power rings. A ring sent to Earth offered Carol
phires, Green Lantern and the other Lantern Corps.
Enemies
Powers & Abilities
For much of the time she was Star Sapphire, Carols primary
Star Sapphire wears a violet power ring, giving her most of
foe was her lover, the Green Lantern Hal Jordan.
the powers common to ring wielders, backed by her will and
imagination. In particular, the power ring automatically pro- Since accepting a violet power ring and membership with the
tects her, creating a force field and allowing Star Sapphire to Star Sapphires, her primary foes have been members of other
survive in hostile environments, including deep space and Lantern Corps, particularly Hals foe Sinestro, and the death-
other planets. Entity Nekron and his Black Lanterns. She also has a history
with Hector Hammond, who considered himself her boyfriend
She can project violet light from the ring as pure energy or
despite their entire relationship consisting of one business din-
form various light constructs in whatever shape she wishes.
ner. Hammond remains violently jealous of Carols affection for
Star Sapphire can use her ring to surround a target in violet
Hal Jordan, and knows Jordans identity as Green Lantern.
crystals which show the subject his or her greatest love and
Miri
Fatality While on their honeymoon, Miri and her husband Kered were
attacked by Mongul, who crippled their ship. When Kered
Yrra Cynrill was the eldest child of Xanshis ruling family. She begged him for mercy, Mongul killed Kered and left Miri to
was away when her home world was destroyed, making her die, adrift in space. Before Miri could follow her husband into
Xanshis sole survivor. When she learned that a Green Lantern death, a violet ring found her and offered to fill the hole in
failed to prevent the disaster, she swore vengeance against her broken heart. She accepted and became one of the Star
them all. As Fatality she became a bounty hunter and later Sapphires.
The Predator
Like the other colors of the emotional spectrum, the violet light has an Entity that is its avatar and part of its essence. It is
called the Predator. Like the other emotional entities, the Predator is capable of possessing a living host, and it may have
exerted greater influence over wearers of the Star Sapphire gems rather than the violet power rings. The Predator existed
in the violet power battery on Zamaron, but the actions of the Black Lanterns shattered the battery and freed the Entity,
which now works with the Star Sapphires (and Carol Ferris) willingly.
Personality
Like most of her race, Starfire is very emotionalquick-tem-
pered and hot-blooded. This manifests as steadfast devotion
to her friends, fiery passion for her lovers and terrible wrath
toward her enemies. Even after all her time on Earth, Starfire
is still adjusting to the comparatively conservative attitudes
and restrained emotions of its people.
10 10 5 5 10 1 3 3 Initiative +9
Starbolts +10 Ranged, Damage 12
Powers
Unarmed +12 Close, Damage 10
Language Assimilation: Comprehend Languages 2 (Speak
and Understand all languages), Quirk (Requires Physical Defense
Contact to Learn) 3 points
Solar Conversion: Flight 10 (2,000 MPH) 20 points Dodge 12 Fortitude 12
Solar Sustenance: Immunity 10 (Life Support), Limited (Requires Parry 12 Toughness 10
sunlight); Regeneration 2, Source (Sunlight) 6 points
Will 8
Star Bolts: Ranged Damage 12 24 points
Power Points
Advantages
Abilities 94 Skills 18
Agile Feint, All-out Attack, Attractive 2, Improved Initiative,
Leadership, Move-by Action, Power Attack, Teamwork Powers 53 Defenses 16
Advantages 9 Total 190
Skills
Acrobatics 5 (+10), Close Combat: Unarmed 2 (+12), Expertise: Complications
Modeling 7 (+8), Intimidation 8 (+11), Perception 4 (+7), Enemy: Starfires sister, Blackfire, harbors a deep resentment
Persuasion 5 (+8), Ranged Combat: Starbolts 5 (+10) toward and lifelong hatred for her.
Power Loss: During any prolonged period without exposure
into concentrated energy blasts known as starbolts. Starfire to sunlight, Starfire loses her Flight and Starbolts powers
was also trained in combat by the Warlords of Okaara, skills
she later honed in sparring sessions with her Titans team- Relationship: Starfire has an on-again, off-again romance with
Dick Grayson.
mate, Donna Troy.
Temper: Starfire has a very short fuse.
Allies
Enemies
Starfire is most often associated with the Teen Titans and is
on excellent terms with the team in all of its incarnations, and Starfire has battled many enemies as a member of the Teen
has a particular soft spot in her heart for Nightwing. She re- Titans, most notably Brother Blood, Deathstroke, and Trigon.
cently developed a close friendship with Animal Man during Her sister, Blackfire, remains Starfires greatest personal en-
a year when they were stranded in space. emy.
Stargirl
Courtney Whitmore was born to parents who divorced when
she was very young. Her mother found a new love in Pat
Dugan and Courtney rebelled. She began to act out against
Real Name: Courtney Whitmore
her new stepfather and rummaged through his personal Occupation: Student
belongings soon after he and her mom were married. She Affiliation: Justice Society of America
discovered Sylvester Pembertons Cosmic Converter Belt and
learned that Pat was formerly the superhero Stripesy.
Base: Manhattan, NY; Blue Valley, NE
Courtney decides to dress up as the Star-Spangled Kid for a
school costume party just to irk Pat, and the costume attracts promises to wait for him after he is jailed for crimes commit-
trouble. Pat dons his S.T.R.I.P.E. battlesuit, which hed been ted as a result of his misguided morality.
working on, to aid her. Together they uncover a conspiracy in After the battle with Superboy-Prime, Stargirl finally accepts
Blue Valley. Courtney eventually comes into contact with the Pat Dugan as her real father and enters college. Atom-Smash-
JSA and is given Starmans staff. She names herself Stargirl. er keeps his distance due to difference in their ages, but when
Courtney becomes romantically involved with Captain Mar- they are both threatened by Johnny Sorrow he finally accepts
vel, Jr. and later harbors a crush on Jakeem Thunder. Captain their love for each other. Stargirl continues to be a member
Marvel, Jr. breaks off the relationship rather than reveal that of the JSA.
hes actually a teenage boy, not the adult he appears to be.
8 8 8 4 4 2 4 2 Abilities 50 Skills 14
Powers 86 Defenses 10
Powers
Advantages 5 Total 165
Cosmic Converter Belt: Removable (-15 points) 62 points
Enhanced Abilities: Enhanced Agility 4; Enhanced Stamina Complications
5; Enhanced Strength 6 32 points
Shooting Star: Ranged Affliction 10 (Resisted by Fortitude; Impulsive: Stargirl often enters conflicts without thinking
Dazed, Stunned, Incapacitated) Linked to Nullify Electronics about the consequences.
10, Simultaneous; Accurate 3 39 points Love: Stargirls various romantic entanglements have caused
Force Field: Sustained Protection 4 4 points her problems on occasion.
Cosmic Rod: Easily Removable (-16 points) 24 points
Plays Rough: Stargirl is still a bit unsure of her own strength
Flight: Flight 8 (500 MPH) 16 points
and sometimes uses far more force than necessary.
Star Blast: Ranged Damage 12 24 points
Advantages
S.T.R.I.P.E. PL9 148 points
Agile Feint, Defensive Attack, Improved Trip, Instant Up, Power
Attack Abilities: Str 10 Sta 7 Agl 2 Dex 3 Fgt 4 Int 5 Awe 1 Pre 1
Stargirl has no native powers other than trained skill in the Offense: Initiative +6, Unarmed +8 (Close, Damage 10), Flying
Fist +8 (Ranged, Damage 10), Rocket +8 (Ranged, Burst Area
martial arts. Her Cosmic Converter Belt offers her protection
Damage 9)
and the ability to disrupt electronics and nervous systems;
her Cosmic Rod enables her to fly and can emit potent blasts Defense: Dodge 6, Parry 6, Fortitude 8, Toughness 12, Will 6
of energy. Totals: Abilities 44 + Powers 66 + Advantages 3 + Skills 19 +
Defenses 16 = 148
Allies
Complications: Overprotective: S.T.R.I.P.E. has a fatherly
Stargirl is a member of the Justice Society of America. concern for Stargirl and would sacrifice himself to protect her.
Enemies
sy to fight super-villains. Later, he teamed up with the Star-
As a member of the JSA, Stargirl has many enemies, but John- Spangled Kid and built the Star-Rocket Racer, their super car.
ny Sorrow, Per Degaton and Solomon Grundy have been par- The two heroes joined the Seven Soldiers of Victory and later
ticularly personal adversaries. became part of the All-Star Squadron.
After his retirement, Pat remarried (his first wife left him)
S.T.R.I.P.E. and gained a stepdaughter, Courtney Whitmore. Unable to
prevent her from becoming a super hero, Pat instead put
Like the original Star-Spangled Kid, Pat Dugan was inspired his engineering skills to use and created a battlesuit that he
by an altercation with Nazi agents to become a costumed calls Special Tactics Robotic Integrated Power Enhancer, or
crime fighter. He adopted a costume and the moniker Stripe- S.T.R.I.P.E., in order to support her in her adventures.
Advantages
Accurate Attack, Benefit 2 (Independently Wealthy),
Extraordinary Effort, Improved Defense, Inspire 2, Inventor,
Leadership, Move-by Action, Power Attack, Precise Attack
(Ranged, Cover), Well-informed
Skills
Acrobatics 3 (+5), Athletics 6 (+8), Close Combat: Unarmed 7
(+10), Expertise: Physics 10 (+17), Insight 7 (+9), Perception
8 (+10), Ranged Combat: Gravity Rod 7 (+10), Technology 10
(+17)
Offense
Initiative +2
Complications
Personality
Guiding Star: Ted Knights strong moral compass allows him
Starman is a hero driven by his strong sense of whats right, to lead by examplenot just the citizens of Opal City, but his
and his confidence that he has the intelligence and ability to fellow heroes and those who follow him as Starman.
change the world. Guilt: The guilt Ted Knight felt over his part in inventing
the atomic bomb led to him spending part of the 1950s in
Powers & Abilities a sanitarium. Ever since, the possible repercussions of his
inventions and actions weigh heavily on him, sometimes
Starmans powers come from his greatest inventionthe leading him to do nothing at all.
gravity rod that focuses the power of the stars, allowing him
to fly, project energy blasts and force fields, and more. Allies
Starmans greatest allies have always been his friends in the
Real Name: Theodore Henry Ted Knight Justice Society and the All-Star Squadron, but he was par-
ticularly close to his cousin, the first Phantom Lady, and Black
Occupation: Scientist Canary, with whom he had a brief affair. Years later he worked
Base: Opal City, MD closely with his sons when they carried on the legacy of Star-
man, as well as other heroes who protected Opal City.
1 3 3 2 4 1 2 2 Initiative +3
Like his father, who helped found the Justice Society of Amer-
ica, Jack Knight helped bring together a new incarnation of
the JSA. In his time as Starman, Jack protected Opal City from
many threats, met all those who shared the Starman name
on Earth and beyond, and rallied Opal Citys protectors, cul-
minating in a final battle against all his foes to save the city
from destruction.
Starman (Thom Kallor) century with the JSA, eventually revealing that other mem-
bers of the Legion Espionage Squad had traveled with him
into the past to defeat an attack by the first Brainiac that
Thom Kallor was born in the thirtieth century aboard an ob-
would kill Superman and tear apart history. After defeating
servation satellite orbiting the planet Xanthu, to parents who
Brainiac, Starman joined his fellow Legionnaires on a journey
studied the stars by gathering their radiationradiation that
across the galaxy of the 21st century, enlarging Brainiacs bot-
caused Kallor to be born a mutant with the ability to draw
tled cities and returning them to their home worlds.
matter from the stars and add it to any object around him.
Kallors abilities made him a scientific curiosity, studied by
the scientists of Xanthu for years before he ran away to Earth, Personality
where he joined the Legion of Super-Heroes as Star Boy.
Starmans mind is unbalanced, but he remains a hero who en-
While in the Legion, Kallor fell in love with fellow Legionnaire joys doing the right thing just for the fun of it.
Dream Girl. Soon thereafter, Kallor was attacked by a former
suitor of Dream Girl wearing a shield that reflected Kallors Powers & Abilities
powers back on himself. Immobilized and in mortal danger,
Starman has the ability to control the mass of people and
Kallor was forced to kill the man. Though he acted in self-
objects around him, using it to weigh down his opponents,
defense, Kallor was ejected from the Legion of Super-Heroes.
make objects lighter, or hit either as if he were much stronger.
After spending time redeeming himself as a member of the
His costume was made by three Brainiac 5s in the thirty-first
Legion of Substitute Heroes, Kallor was welcomed back into
century and contains a map of the multiverse, which Starman
the Legion of Super-Heroes.
can use to open black-hole gateways from one Earth to an-
Early in the 21st century an adult Thom Kallor appeared call- other.
ing himself Starman. Starman was taken in by the Justice
Society, who discovered that Starmans mind had been un-
hinged by the journey that brought him from the 31st centu- Real Name: Thom Kallor
ry to the 21st via an alternate Earth where he had been forced Occupation: Legionnaire Base: New York, NY
to fight in a bloody war between heroes. His behavior was
erratic, so much so that he lived in the Sunshine Sanitarium
Allies
Starmans closest allies are his friends in the Legion of Super
Heroesparticularly his true love, Dream Girl. Since coming
to the twenty-first century, Starman has found new friends
among the Justice Society, but along with the rest of the Le-
gion he has long been friends with Superman.
Enemies
The enemies of Starmans friends are his enemies, though his
slightly unhinged mind leads him to chase minor criminals as
often as super-villains.
Time-Lost Hero
During the time Starman was in the 21st century on his
mission for the Legion of Super-Heroes he often exhib-
ites abilities that allowed him to move to other Earths
and detect objects that werent native to the Earth in
which they currently resided. To reflect Starman of that
era, add the following powers.
Advantages
Fast Grab, Improved Grab, Improved Hold, Inspire 5, Leadership,
Seize Initiative
Skills
Expertise: Science 8 (+18), Intimidation 4 (+12), Perception 2
(+12)
Offense
Millions of years ago, a star-shaped race of aliens left its home Initiative +2
world on the far end of the universe and set out across the
Energy Absorption +10 Ranged, Damage 16, Fades
stars. Solitary nomads, enormous motherstars traveled alone
through space until they found a world with sentient crea- Unarmed +10 Close, Damage 14
tures. Dropping down from orbit, the motherstar would re-
Defense
lease millions of starrophyte spores that rained down to fall
upon the creatures below. When a living, sentient creature Dodge 6 Fortitude 14
touched the starrophyte, the spore would attach itself and Parry 6 Toughness 16
the creature would become a slave of Starro, mentally domi-
nated by the motherstar. Settling in to rule over the world, Will 16
the motherstar would eventually give birth to a clutch of Power Points
new motherstars, who would fight until only one survived to
be sent out into the stars in search of the next world Starro Abilities 100 Skills 7
would conquer. Powers 422 Defenses 14
Advantages 9 Total 552
Personality
Complications
Starro is an arrogant being, treating all other life as subservi-
ent to its needs, and confident in its power to conquer and Obsession: Order and control.
dominate other worlds. It considers its conquest part of a Power Loss: The chemical quicklime automatically counters
greater good of bringing order to a chaotic cosmos. It takes Starros Domination power.
what it wants without remorse and only a clearly superior
Vulnerability: Starro is vulnerable to cold attacks. Starros
threat can cause it to retreat, since the only instinct stronger
Invulnerability does not apply, and both Starro and his
than conquest in Starros psyche is survival.
starrophytes suffer an additional degree of effect from
cold effects (including a first degree even with a successful
Powers & Abilities resistance check).
A massive alien creature, Starro is tremendously strong and
resistant to harm, made more so by its ability to absorb most
forms of energy, redirecting it as blasts of power from the tips
Real Name: Starro
of its limbs or from its single great eye. Like an earthly starfish, Occupation: Conqueror
Starro can regenerate from any portion of its body. Base: Mobile
During World War II, soldiers who had washed out of other field teama team that called itself the Suicide Squadron in
posts were sent to Dinosaur Island in the south Pacific and honor of its commander and the dangerous missions they
assigned to Squadron S, the unit assigned to Operation War undertook.
That Time Forgot. The soldiers soon renamed themselves the
Suicide Squadron, as they discovered that battling the dino- Years later, General Wade Eiling recruited a soldier named
saurs that called the island home was little more than a sui- Anthony Miller and brainwashed him until he believed he
cide mission. When the undisciplined soldiers proved as likely was Rick Flag, son of Richard Flag. Rick Flag, under the com-
to fight each other as the dinosaurs, Captain Richard Flag was mand of General Eiling, was put in command of a new Sui-
sent to the island to bring the group to order. He did so with cide Squad, initially a black ops team and then a publically
incredible success. acknowledged team sent to explore the strange and perilous.
When the United States reorganized its intelligence programs After losing his squad on a deadly mission to a mysterious
following the war, a new group was formed called Task Force golden temple in the Himalayas, Flag left the military for a
X. The military branch of Task Force X was headed by General time and joined a group that called itself the Forgotten He-
Jeb Stuart, who called upon his old friend Flag to lead the roes, to investigate similar temples hidden around the world.
Flag stayed with the team for a time, until a congressional HQ: Belle Reve 33 points
aide named Amanda Waller read the files of the Suicide
Size: Awesome Tou: 20 Features: Communications,
Squad and proposed the formation of a new Task Force X and
Computer, Defense System, Fire Prevention System, Garage,
a new Suicide Squad, with Flag as its leader.
Grounds, Gym, Hangar, Holding Cells, Infirmary, Isolated,
The new Suicide Squad was made up of super-villains drawn Living Space, Personnel, Power System, Secret, Security
from prisons across the United States and brought to the System 4 (DC 40), Workshop
squads headquarters in Belle Reve prison. Though the mis-
sions were deadlier than ever, the villains were promised a Amanda Waller
full pardon if they served successfullyand the detonation
of the explosive bracelets they wore if they strayed off mis- Only someone as tough and stubborn as Amanda Waller could
sion or too far from Flag, their field commander. convince imprisoned killers and super-villains to volunteer for
suicide missions with a bomb strapped to their wrist. Rising
Though Task Force X and the Suicide Squad appeared to dis- from street-level political organizer to congressional aide, The
band several times, it has always returned shortly thereafter, Wall understands the corridors of power like nobody else and
always somehow answering to Amanda Waller. Despite Rick knows where all the bodies are buriedespecially the ones
Flags apparent death, Waller and the Suicide Squad res- she buried herself. Waller proposed the formation of the cur-
cued him from imprisonment and Waller has put him back rent incarnation of the Suicide Squad and has always held its
in charge of the Squads field teams, still following in his fa- leash, even during the time she served as White Queen of the
thers footsteps. international intelligence organization Checkmate and was of-
Rick Flag
Recruited to reactivate the Suicide Squad by General Wade Ei-
ling, Rick Flag ran the squad first as a military black ops squad,
then as a public-facing scientific exploration team, and was
finally brought in by Amanda Waller to lead squads of super-
villains with bombs strapped to their wrists. For most of his
life Flag believed himself to be the son of Suicide Squad
founder Richard Flag, until he discovered he was once a sol-
dier named Anthony Miller who was brainwashed by Eiling to
believe his name was Rick Flag. Despite discovering his true
identity, Flag remains true to the spirit of his namesake and
chose to keep his new name.
Though Flag is open about his distaste for going into the
field alongside murderers and thieves, he remains a soldiers
soldier and the only other person Amanda Waller trusts to
carry a detonator for the explosive collars worn by the vil-
lains serving on the Suicide Squad. When Waller discovered
that Flag had not actually died on a mission in Qurac but
had been captured and imprisoned for four years in a Quraci
prison, she demonstrated a rare moment of compassion and
sent the Squad to rescue him. Even when given a chance
to return to the life of Anthony Miller, Flag decided that it
wouldnt be the Suicide Squad without Richard Flagand
that his true place was on the Squad.
Equipment
Flight Ring: Communication 5 (subspace radio, Anywhere,
Limited to Distress Signal 3); Flight 7 (250 MPH) 19 points
Telepathic Ear Plug: Comprehend 3 (Languages), Mental
Communication 1 (Close Range) 10 points
Transsuit: Immunity 9 (Life Support, except for starvation and
thirst) 9 points
Advantages
Attractive, Benefit (Legion Membership), Connected, Defensive
The son of a wealthy industrialist, Dirk gained his powers Attack, Defensive Roll 5, Equipment 6, Power Attack
when he was trapped in a research reactor by one of his fa- Skills
thers employees, Dr. Zaxton Regulus. For some reason, in-
stead of being vaporized when the reactor was activated, Close Combat: Unarmed 5 (+8), Expertise: Earth 5 (+8),
Dirk was given vast solar-generation powers. Taking the Perception 4 (+5), Persuasion 6 (+9), Ranged Combat: Solar Fire
Array 6 (+8), Technology 4 (+7)
name Sun Boy, he was accepted into the Legion during one
of their early open-membership calls. In his spare time, Dirk Offense
studies advanced science at the Metropolis University.
Initiative +3
Personality Solar Fire Blast +8 Ranged, Damage 12
Unarmed +8 Close, Damage 2
Sun Boy is an unrepentant party boy and ladies man, boast-
ing a long list of girlfriends and featured on the list of Earths Defense
most eligible bachelors. He enjoys nothing more than the
fame and celebrity that his position affords him, and yet is the Dodge 13 Fortitude 8
most active and involved Legion member. Parry 8 Toughness 7/2*
Will 8 *Without Defensive Roll.
Powers & Abilities
Power Points
Dirks body contains a reaction similar to the one that occurs
in the center of the sun, enabling him to generate and project Abilities 38 Skills 15
vast amounts of fire and heat. In addition, he is virtually im- Powers 78 Defenses 28
mune to the effects of heat.
Advantages 18 Total 177
Allies Complications
Sun Boy frequently dates Officer GiGi Cusimano, and through MotivationRecognition: Sun Boy likes the fame and adoration
her has a close connection with the Science Police. As a mem- (especially from women) that comes from being a hero.
ber of the Legion in good standing, he is also able to call upon High Powered: Sun Boy has to carefully control his powers
his teammates and their allies should they be needed. for fear of damaging nearby structures exposing others to
dangerous levels of heat.
Enemies
Apart from the huge number of enemies that the Legion has ac- Real Name: Dirk Morgna
crued over the years, Sun Boy has earned the murderous enmity Occupation: Legionnaire Base: Legion HQ
of Dr. Regulus, a disgraced scientist once in his fathers employ.
Superman eventually returned, and Superboy (as he became Powers & Abilities
known) moved to Hawaii, where he was a local hero for a
time. He had further brushes with the experiments of Project Superboy has powers similar to Supermans in many ways,
Cadmus, and dealt with a rogue organization known as the including superhuman strength, speed, invulnerability and
Agenda, which created the clone Match. the power of flight. Superboys powers differ, however, in
that they are only partially Kryptonian in nature. Because it
Superboy was one of the founding members of Young Jus- was necessary to compensate for Superboys human DNA
tice, where he met his friends Robin (Tim Drake), Impulse and and due to the difficulty of cloning a Kryptonian based on
Wonder Girl. He later became one of the first members of a incomplete information, the scientists of Project Cadmus en-
new team of Teen Titans, alongside Robin, Impulse (later Kid hanced Superboys half-Kryptonian heritage with a power he
Flash) and Wonder Girl. He has saved the world on a number calls tactile telekinesis.
of occasions, been to the future and various parallel worlds,
and even died for a thousand years and been reborn. Superboys tactile telekinesis appears to be superhuman
strength (along with invulnerability and flight) but also al-
Superman gave the young man the Kryptonian name Kon- lows him to do some things sheer strength cannot. He can
El and the secret identity of Connor Kent, Clark Kents cous- disassemble machines and other objects he is touching sim-
in, and considers him family. Superboy has worked to live up ply by willing it, extend the protection of his telekinetic field
to the legacy of the Man of Steel, including attending high over someone else, or project force down into the ground to
school in Smallville and living with Martha Kent on the family create a powerful shock wave. He relies less on leverage or
farm. He has his work cut out for himespecially since he physical movement to exert strength.
learned his human DNA came from none other than Super-
mans arch-foe Lex Luthor! Superboy works to be true to his Superboys other powers come from his
heroic heritage and to make his own destiny in the world. Kryptonian DNA and are similar to Su-
permans. They are powered by the
Personality energy of a yellow sun, and in-
Like many young people, Superboy is in
search of who he is, though few young
people have to contend with an origin as
Personality
Supergirl is an ordinary teen-
ager in many regards, but has
also seen more than her share
of tragedy. Unlike her cousin,
she was raised on Krypton and
remembers it, making her a
stranger to Earth and human
customs. She has lost both of
her parents, and faced the loss
of her home world again with
the destruction of New Kryp-
ton.
15 10 3 2 4 2 2 3 Dodge 10 Fortitude 12
Offense
Allies
Initiative +3
Supergirls closest ally is her cousin, Superman, though she
Heat Vision +10 Ranged, Damage 12
can count on other members of her extended family as well,
Unarmed +9 Close, Damage 15 including Superboy. She has been a member of the Teen Ti-
tans and the Legion of Super-Heroes, and worked with the
powers, even in situations where restraint might be more ap- Justice League.
propriate. This can create additional complications for Kara,
playing into her Responsibility complication when she real- Enemies
izes what she has done. Supergirls player is encouraged to
Supergirls most hated foe is Reactron, a radioactive criminal
look for these opportunities, while the Gamemaster should
from Earth responsible for the murder of her father and the de-
award hero points when Supergirls inexperience or lack of
struction of New Krypton. She has encountered a number of
control adds a complication to the overall story.
Supermans long-time foes as well, such as Luthor and Brainiac.
Other Supergirls
Kara is not the only young woman to wear the name and mantle of Supergirl.
Matrix was the creation of a parallel-Earth Lex Luthor, an artificial life-form intended to travel and recruit aid from other
realities against escaped Phantom Zone criminals. She possessed super strength and the ability to fly like Superman, but
was also a psychokinetic and shape-shifter able to take on other appearances or become invisible. Mae lived in Smallville
with the Kents for a time and became a hero in her own right.
Matrix later sacrificed herself to save the life of a young woman named Linda Danvers, merging their physical forms
and essences. This noble sacrifice resulted in the creation of an Earth-born angel who operated as Supergirl for a time,
possessing fiery wings and a shunt Teleport effect. When Matrix and Linda were separated, Linda retained some of
Supergirls powers.
TM
Supermans Kryp-
tonian heritage
is preserved in his
arctic Fortress of Soli-
tude, including various
relics and technology from
that vanished world. The For-
tress provides the Man of Steel
with a connection
to his past, a store-
house for dangerous
items and a place
to be alone with his
thoughts.
Personality
Superman is described as the
Big Blue Boy Scout for good reason: he
not only follows the ideals of truth, justice and com-
passion, but lives them. Even when driven to the
edge by foes who have sought to force Superman
to abandon his principles, he has held true to them.
see and hear over great distances, peer through solid objects Vulnerability: Superman is vulnerable to magic. His Toughness
with his X-ray vision, see in the infrared spectrum and down is not Impervious against magical attacks.
to the microscopic, and hear in the ultrasonic bandwidth. Weakness: Kryptonite (see sidebar).
Superman can project a beam of heat from his eyeshis
ry White and photographer Jimmy Olsen. Superman is widely
heat vision. At the lowest levels, his eyes seem to glow red
respected by the worlds heroes, and a regular member of the
as the object he is looking at heats up. At higher levels, the
Justice League of America.
heat beams are actually visible.
Kal-El also discovered he is not the sole survivor of Krypton.
His super breath is a powerful blast of compressed air, also
There is his cousin, Kara, who joined the family business as
capable of supercooling objects, instantly forming ice from
Supergirl, and the various criminals consigned to the Phan-
moisture in the air.
tom Zone. Theres even Kal-Els childhood pet, Krypto the
The Man of Steel has used various other powers on occasion. Superdog, sent into space in an early test of the rocket that
These are usually temporary abilities acquired by circum- brought Superman to Earth; he was later reunited with his
stance or power stunts of his existing abilities. The Game- beloved master. Superboy is cloned from a combination of
master should handle these as regular power stunts (see DC Supermans DNA and that of his archenemy Lex Luthor, and
Adventures, page 21). considers the Man of Steel his mentor.
Allies
Superman has many friends. After flirting with her for some
Real Name: Clark Joseph Kent,
time, he eventually revealed his true identity to Lois Lane and Kal-El (Kryptonian name)
proposed marriage. Both Clark and Superman are well known Occupation: Journalist Base: Metropolis
to the rest of the staff at the Daily Planet, including editor Per-
Enemies
Superman has garnered a considerable gallery of foes, start-
ing with business magnate Lex Luthor, who considered the
alien hero a threat to his position of most powerful man in
Metropolis and an obstacle to his own considerable ambi-
tions. Luthor has attempted to co-opt or destroy Superman
on numerous occasions, often from behind the faade of
humble philanthropist.
Lois Lane
The daughter of General Sam Lane, Lois grew up as an army
brat shuttled around to her fathers various military postings.
Her childhood honed her determination and hard-nosed
edge, which she used to good advantage upon becoming a
journalist.
Jimmy Olsen
James Bartholomew Olsen got his start at the Daily Planet
as a copy boy, idolizing the work of reporters like Lois Lane.
Eventually, Jimmy worked his way up to cub reporter and
freelance photographer working for the Planet. During this
time he became acquainted with Superman, and was the
first photographer to capture the Man of Steels picture for
the press. That earned Jimmy a staff job at the Planet and the
nickname Supermans Pal.
More than any of the Man of Steels other friends, Jimmy has
been through his share of dangers and strange transforma-
tions. In the end, he always returns to his normal, level-head-
ed self. For those times when Jimmy gets in over his head, he
has an ultrasonic signal watch able to alert Superman of the
danger and his whereabouts.
The Kents
As a young married couple in Smallville, Jonathan and Mar-
tha Kent were driving home to their family farm when they
were witness to the arrival of the escape rocket carrying the
infant Kal-El. Finding a helpless baby inside the rocket ship,
Martha Kent immediately was taken with him. The Kents de-
cided to adopt the boy, and named him Clark in honor of
Marthas maiden name.
The Kents remained a part of their sons life after he left Small-
ville to travel the world and eventually adopt the public per-
sona of Superman. Jonathan Kent suffered a fatal heart attack
during Brainiacs attack on the Kent farm, an attack made in
retribution for Supermans defeat of the alien android. Martha
Kent still lives on the farm in Smallville with Connor Kent (Su-
perboy) and Clarks dog, Krypto.
Swamp Thing
Alec Holland, a brilliant plant biologist, was working alone in Real Name: None, formerly Alec Holland
the Louisiana swamps on a bio-restorative formula designed
to turn deserts into lush forests. In an effort to steal the for- Occupation: Plant elemental
mula, rivals planted a bomb in Hollands lab. Covered with Base: Houma, LA
burning chemicals from the explosion, Dr. Holland ran from
the lab before collapsing into the waters of the swamp.
9 15 0 0 2 4 7 5 Dodge 8 Fortitude 15
Skills
Close Combat: Unarmed 6 (+8), Expertise: The Green 12 (+16),
Insight 4 (+11), Perception 8 (+15)
Offense
Initiative +0
Entangling Plants Ranged, Burst Area Affliction 15,
Dodge DC 25
Unarmed +8 Close, Damage 9
Allies
Swamp Things greatest ally and confidant is his wife, Abby,
who has helped to nurture his human qualities and empathy.
He also learned a great deal from occultist John Constantine,
though Swamp Thing is justifiably wary of Constantines mo-
tives. Much of Earths mystical community knows of Swamp
Thing and respects his power, and many of them have en-
countered him.
Swamp Things wife Abby was born to the Arcane family in Over the years, Abby followed Swamp Thing and encoun-
Europe, heir to certain psychic potentials. Her mother was tered him in various places. She married American govern-
killed for practicing witchcraft when Abby was only an infant ment agent Matthew Cable, but her attraction to Alec grew
and she was raised by her father Gregori and her uncle Anton. as her marriage deteriorated. After Matt was possessed by
She first encountered Swamp Thing as a teenager, when he Anton Arcanes spirit and sacrificed himself to save Abby, she
saved her from the destruction of Castle Arcane. and Alec grew closer and eventually married.
T.O. Morrow
As his adopted name suggests, T.O. Morrow has always been An admiring rivalry with Professor Ivo eventually led to a bick-
preoccupied with the future., Morrow used his phenomenally ering partnership, and yielded still more wondrous androids
gifted mind to develop a machine capable of viewing events like Tomorrow Woman and Red Volcano. Morrows skills also
a century hence, and embarked on a criminal career using brought him to Intergang and Chang Tzus attention, and he
devices copied from the future. Despite defeats by the JLA, became one of the scientists kidnapped to Oolong Island and
Morrows capabilities grew, and eventually he was able to known as the Science Squad. More recently, his accomplish-
reach through time to steal advanced technology. In time, the ments prompted the Secret Society of Super-Villains to create
knowledge he gained from the future produced his crowning the monstrous creature Genocide, much to the Polish-born
achievement: the android hero Red Tornado, intended as an Morrows regret.
instrument of revenge against the JLA.
Personality
Despite his villainous pursuits, Morrow remains surprisingly
likeable, as proven by his friendship with Dr. Will Magnus.
Allies
Morrow occasionally partners with Prof. Ivo, and was part of
both Oolong Islands Science Squad and the Secret Society of
Super-Villains.
Enemies
The Justice League of America is a long-time foe of T.O. Mor-
row.
0 1 0 1 0 8 5 1 Abilities 32 Skills 22
Time Passages
Morrow sometimes chooses human thugs with futuristic weapons instead of androids, allowing the Gamemaster to real-
locate his Minion points. In his first appearance, Morrow could only copy the advanced technology he saw on his Future-
Vision Set, and instead of his listed Powers employed a Duplicating Machine: Summon 15, Heroic, Multiple Minions 2,
Variable Type (Duplicates), Easily Removable (48 points), Resistible by Dodge.
Tattooed Man
U.S. Marine Mark Richards was missing in action and pre-
Personality
sumed dead after his helicopter crashed. He showed up a few
years later in Gotham City as a hit man, his body covered in Tattooed Man is a guy doing the wrong things for the right
tattoos he could bring to life. He claimed that by taking on reasons, or so he thinks. His tattoos redeem the sins of
the sins of others, he was redeeming those he killed. those he kills, but he finds himself in circumstances in which
he is a bad guy doing bad things to guys even worse than
The Tattooed Man worked for Morgaine le Feys Dream-
him.
bound and later sided with the Justice League against Dark-
seid. He attempted to be a hero in his old Washington D.C. Powers & Abilities
neighborhood of Liberty Hill, fighting both local gangs and
corrupt cops. He later joined Deathstroke the Terminators The Tattooed Man can bring to life the various tattoos cover-
new team of mercenary Titans, in order to track down Slip- ing his body, summoning creatures that look like the tattoos
knot, his sons killer. to do his bidding. Richards claims his tattoos are creations of
Advantages
Defensive Roll 4, Extraordinary Effort, Seize Initiative
Skills
Athletics 4 (+7), Close Combat: Unarmed 3 (+9), Expertise:
Military 8 (+8), Insight 4 (+5), Perception 4 (+5), Ranged Combat:
Guns 6 (+8), Stealth 4 (+5), Treatment 2 (+2), Vehicles 3 (+5)
Offense
Initiative +1
Unarmed +9 Close, Damage 3
Defense
Dodge 8 Fortitude 9
Parry 8 Toughness 7/3*
Will 9 *Without Defensive Roll.
Power Points
Abilities 34 Skills 19
Powers 61 Defenses 23
Advantages 6 Total 143
Complications
Enemy: Mark has fought his brother Levon, who goes by Sync
and has mind-control powers.
Outside the Law: Despite his best efforts to be a hero, Tattooed
Man ends up working outside the law against the authorities.
Relationships: Tattooed Man has a family to care for; his wife
Michelle, daughter Laurel, and sister-in-law Regina.
the art of sin-grafting he learned in the nation of Modora, and various beasts. A substantial portion of Tattooed Mans
and represent the sins of all of the people he has killed. power level is actually that of his tattoos; without them hes a
If he hasnt already summoned some tattoo creatures before skilled soldier, but not much more.
combat starts, he uses his Seize Initiative advantage to sum- Tattooed Man does not have any movement powers, but may
mon them before the heroes can act. The Gamemaster should summon a flying creature to carry him quickly, or even catch
award the players a hero point when he does this (since Tat- him while falling.
tooed Man, like other Gamemaster characters, does not have
or spend hero points). Allies
His Summon effect is fairly broad in nature, though the Tattooed Man has been a member of the Secret Society and
Gamemaster may wish to design in advance various tattoo works with Deathstrokes team of mercenaries. He has also
creatures for the Tattooed Man to summon, using the infor- sided with the Justice League against Darkseid, and is some-
mation in the Appendix of this book. He can call up every- times torn between his criminal career and his desire to do
thing from an armed samurai warrior to demons, dragons some good.
Enemies
Real Name: Mark Richards Tattooed Mans foes include Green Lantern and Batman, and
Occupation: Former U.S. Marine, mercenary his own brother Sync, who has mind-control powers. The
Base: Mobile mercenary criminal Slipknot murdered Marks son and he has
sworn to track him down.
age, Flash, Nightwing, Tempest, Troia and Starfire, along with erased, however, when Wonder Girl kissed Robin, creating an
new member Jesse Quick, banded together yet again. Nigh- event the futures Tim Drake never experienced.
twing shortly disbanded this team and Young Justice alike
after a rogue Superman robot killed Donna and Lilith, but an- Clock Kings Terror Titans did not allow the team any rest
other Outsiders lineup and a new team of Titans would arise when the former made their first appearance in an assault on
from this heartbreak. San Franciscos tower in an effort to kidnap Titans to brain-
wash and use in the Dark Side Club, an illegal, metahuman
Consisting of former Titans Beast Boy, Cyborg and Starfire gladiatorial arena. The Teen Titans turned the tables and
alongside Young Justice members Kid Flash/Impulse (Bart), helped free the Clubs other captives who, though apprecia-
Robin (Tim), Superboy (Connor) and Wonder Girl (Cassan- tive, largely refused a subsequent offer to join the team.
dra), the team moved to San Francisco. Jericho became
their first challenge when the former Titan returned while Yet another roster shake up followed these events with Mar-
possessing his fathers body. Using Deathstrokes combat vin Harris death, along with Robin and Miss Martian both
prowess, Jericho sought to prove that tragedy could be the leaving for personal reasons. Aquagirl, a reformed Bombshell
only result of kids playing the role of super hero, but he was and Kid Eternity stepped in to fill the gap, but the team was
defeated and his persona downloaded and trapped within yet again struck by tragedy with the deaths of Kid Eternity
a computer drive. and Red Devil. Her confidence shaken by recent events, Won-
der Girl questioned her ability to lead, especially once Beast
This latest roster received a shake up following a number of Boy returned to the team, but Cyborg helped her regain her
trials, including the Infinite Crisis, a jaunt to the future to op- sense of purpose in time to defend Titans Tower during Black-
pose the Fatal Five-Hundred (see Vol. 1), a clash with a newly est Night despite Hawk (Holly Granger) being killed by the
restored Dr. Light, and the teams deadly battle with Super- Black Lantern, Hank Hall.
boy-Prime in Bldhaven. More than twenty new members
came and went over the following year, during which time The current team, led by Wonder Girl, has recently been bol-
the comatose Cyborg underwent constant repairs, Kid Flash stered by Kid Flashs and Superboys return from the dead,
fully assumed Flashs legacy, and Raven returned from the though it seems more members may be leaving soon to pur-
dead thanks to Brother Blood. When Deathstrokes Titans East sue their own agendasincluding lives sidetracked by their
attacked, Duela Dent and Batgirl switched teams, allowing time spent as super heroes.
the Titans to triumph, though neither stuck around.
HQ: Gabriels Horn 9 points
As if an allegory for the Teen Titans constant doubts about Size: Medium Tou: 8 Features: Communications, Computer,
themselves as teen heroes, the team soon after faced their Fire Prevention System, Infirmary, Power System, Secret,
adult selves in the form of the Titans of Tomorrow. These Ti- Security System
tans came from a future where they ruled the western United
States with the twisted goal of protecting people, from them- A former Long Island disco, Mal Duncan and Bumblebee kept
selves if need be, no matter the cost. This future timeline was the Teen Titans second headquarters open as a dance club for
some time after the team disbanded yet again.
Titans
Formed by many of the older (and former) Teen Titans to battle Trigons offspring following the death of Power Boy, member-
ship includes Beast Boy, Cyborg, Donna Troy, Flash (Wally West), Nightwing, Raven, Red Arrow and Starfire. Nightwing has
since left the team to deal with Bat family issues occurring in Gotham and Beast Boy has returned to the Teen Titans.
Titans West
Formed by Lilith, this was a loosely affiliated team without a headquarters. Its membership consisted of Beast Boy, Flame-
bird, Golden Eagle, Hawk and Dove and Lilith. The team didnt last long and disbanded over a lack of focus and leadership.
HQ: Solar Tower 13 points The first teams original headquarters, the Lair was a single-
level subterranean location located near Gotham City River
Size: Huge Tou: 10 Features: Combat Simulator,
Communications, Computer, Fire Prevention System, Gym,
(with river access for Aqualad), and was probably funded by
Living Space, Secret, Security System Bruce Wayne through Wayne Enterprises. The equipment was
rather limited but served their needs. Titans Lair was aban-
Provided by Loren Jupiter for Atoms team, gilded Solar Tower doned once Dr. Light I discovered its location.
was the seat of Jupiters business concerns in Metropolis. The
buildings center ten floors were occupied by the team while HQ: Titans Liberty Island Base 18 points
the rest housed normal businesses. Knockout Video on the
Size: Large Tou: 10 Features: Communications, Computer,
main floor acted as a cover for the teams comings and goings.
Dock, Fire Prevention System, Garage, Grounds, Gym, Hangar,
Living Space, Personnel, Power System, Secret, Security
HQ: Titans Compound 21 points System; Argus Feed (Senses 1 (Communication Link, Subtle))
Size: Large Tou: 10 Features: Communications, Computer, One of the New Titans two bases during their work with the
Concealed, Fire Prevention System, Garage, Grounds, Gym, government, their Liberty Island Base was an old, converted
Hangar, Infirmary, Laboratory, Living Space, Power System,
train station in Liberty Island Park, NJ, across the river from
Security System 2 (DC 25), Self-Repairing, VR Computer
Manhattan. The base was fitted with a communications feed
Interface (Feature), Workshop
from the Argus, allowing ground-based Titans access to the
Rebuilt by Cyborg on the original Titans Island in the East satellites spy coverage. The facility was abandoned once the
River for the Titans East before their tragedy, it has since be- New Titans disbanded and left their government employers.
come occupied by the Titans. The compound is an apparently
simple two-story, T-shaped building built on the rivers edge, HQ: USS Argus 16 points
but it is actually a state-of-the-art facility. Size: Large Tou: 10 Features: Communications, Computer, Fire
Prevention System, Gym (swimming sphere), Hangar, Holding
HQ: Titans Lair 10 points Cells, Isolated, Laboratory, Living Space, Power System, Security
System; Liberty Island Feed (Senses 1 (Communication Link,
Size: Large Tou: 10 Features: Communications, Garage, Gym,
Subtle))
Hangar, Power System, Security System
Size: Gargantuan Tou: 10 Features: Communications, These watercraft were used to ferry cargo and people from
Computer, Dock, Fire Prevention System, Garage, Grounds, Gym, the city over the East River to the original Titans Tower.
Hangar, Infirmary, Laboratory, Library, Living Space, Security
System, Workshop; Minion 5 (S.T.A.R. Kilotrax, see sidebar), Vehicle: T-Helicopter (Original) 20 points
Cyborgs father built the T-shaped tower for the New Teen Ti- Size: Gargantuan Str: 12, Speed: 7 (Flight, 250 MPH) Def: 6
tans upon a roughly forty acre island in the East River. There Tou: 11 Features: Navigation System
were actually two incarnations of this towerthe second Able to carry roughly a dozen people, this long, slim helicop-
was erected with several upgrades after the original was ter was used by early teams for short jaunts.
destroyed by Trigon. Equipped to be both practical for their
work and a comfortable place to live, the tower has (among
Size: Gargantuan Str: 13 Speed: 7 (Swimming, 60 MPH) Size: Gargantuan Str: 12, Speed: 11 (Flight, 2,000 MPH)
Def: 5 Tou: 11 Features: Navigation System; Armor: Protection Def: 6 Tou 11 Features: Navigation System; Armor: Impervious
2, Sonar: Senses 9 (Accurate, Radius Radio Extended 5) Toughness 4, Nose Beam: Line Area 3 (120 feet) Damage 10, AE:
Nose Gun: Ranged Multiattack Damage 10, Accurate 5
Ideal for infiltration and taking the original Teen Titans on
missions beneath the waves, the T-Submarine was designed The latest VTOL aircraft to join the Teen Titans arsenal, this
to be fast and reslient. surprisingly well-armed, bright red aircraft gets the Teen Ti-
tans where they need to be.
Vehicle: T-Jet (Current) 72 points
Size: Huge Str: 10 Speed: 11 (Flight, 4,000 MPH), Def: 7 Aquagirl
Tou: 11 Features: Navigation System; Armor: Impervious
Protection 2, Auto-Lasers: Ranged Multiattack Damage 11, Lorena Marquez is a survivor of the earthquake that sunk por-
Accurate 5 tions of San Diego, after which she learned Geist had chemi-
cally altered her and other survivors so they could exist un-
The current T-Jet is a Tamaranian fighter rebuilt by Cyborg to
derwater in the submerged portion of the city, Sub Diego.
serve as the Teen Titans primary transport. The T-Jets pro-
She later took on the role of Aquagirl when Ocean Master
pulsion system allows its top to face forward as it flies, cre-
A significantly powerful possible future version of Lorena, Raven and Red Devil defeated her by exposing her skin to
Aquawoman, came back in time during the Titans Tomor- contrary extreme temperatures, shattering her Dilustel shell
row incident. This Lorena-to-be was stronger, more experi- and rendering her powerless. While being interrogated in
enced, and had developed Aquagirls telepathic ability to the prison by Miss Martian, Risk and Batgirl broke in and the latter
point where she could immobilize a target. slit Bombshells throat to prevent Amy from revealing the ex-
istence of the Titans East. This violence was a hollow gesture,
Looking to avoid jail time, Airman Amy Sue Allen was trans- Believed dead, Bombshell had in fact merged with her shell,
formed into Bombshell by Project Quantum using a process making the Dilustel a part of her physiology, which helped
similar to that which created Captain Atom and Major Force,
only without the nuclear explosion that displaced the other
two in time. Though this allows her to absorb her Dilustel shell
Bombshell PL11 176 points
when desired, the altered process has prevented her from at- Abilities: Str 9 Sta 8 Agl 2 Dex 3 Fgt 4 Int 0 Awe 1 Pre 0
taining Captain Atoms full abilities or degree of power.
Powers: Dilustel Shell (Enhanced Stamina 6, Enhanced
Having joined the team after the events of Final Crisis, Bomb- Strength 8, Immunity 10 (Life Support), Impervious
shell was a welcome powerhouse. When Raven left over con- Toughness 12, Protection 4, Activation (Move, -1 point));
cerns about a traitor among the Titans, Bombshell revealed Quantum Channeling (Flight 11 (4,000 MPH), Immunity 20
(Energy Effects, Distracting, Limited to Half-Effect, Sustained),
Senses 3 (Detect Energy Spectra (Acute, Radius))); Quantum
Manipulation Array (24 points): Quantum Blast (Ranged
Damage 12), AE: Control Machines (Ranged Affliction
11 (Resisted by Dodge; Dazed, Compelled, Controlled;
Concentration, Limited to Technological Devices), AE:
Quantum Burst (Burst Area Damage 11), AE: Quantum
Conversion (Deflect Energy 10 (Reflect, Redirection, Close
Range, Energy Only)), AE: Quantum Disruption (Burst Area
Affliction 11 (Resisted by Will; Dazed, Stunned; Concentration,
Limited Degree)))
Advantages: Diehard, Move-By Action, Ranged Attack 4, Taunt
Skills: Athletics 4 (+13), Close Combat: Unarmed 4 (+8),
Deception 8 (+8), Intimidation 6 (+6), Ranged Combat:
Quantum Blast 3 (+10), Stealth 1 (+3), Vehicles 1 (+4)
Offense: Initiative +2, Quantum Blast +10 (Ranged, Damage
12), Quantum Burst (Burst Area, Damage 11), Quantum
Disruption (Burst Area, Affliction 12), Unarmed +8 (Close,
Damage 9)
Defense: Dodge 6, Parry 9, Fortitude 10, Toughness 12, Will 6
Totals Abilities 26 + Powers 113 + Advantages 7 + Skills 14 +
Defenses 16 = 176
Complications: Bad Attitude: Bombshell looks down on
just about everyone and only grudgingly offers her respect,
making her difficult to get along with and unreliable when
it comes to team tactics. This causes constant friction
with the other Teen Titans. Crack the Shell: Extreme heat
followed by extreme cold attacks can weaken her Dilustel
shell, making it easy to crack if damaged. Under such
conditions, temporarily remove her Impervious Toughness
and Protection powers. Any attacks resulting in two degrees
of failure on her damage resistance check mean the shell
is cracked, whereas three degrees of failure shatters the
shell temporarily. Power Loss: Bombshells Dilustel shell
is not permanent, and so she loses its benefits and her
access to the Quantum Field if the Dilustel is not activated
or is somehow negated or dispersed. The shell will also
disappear for a time if shattered (see her Crack the Shell
complication). She has Str 1 and Sta 2 without the shell.
Kid Eternity The other Teen Titans believe Kid Eternity left them without
saying a word following one of the teams adventures, not
aware that Chris was kidnapped and killed by the Calculator
Christopher Kit Freeman was killed during WWII and his
in an attempt use Kid Eternity to resurrect Calculators son,
spirit rose to what he believed was Heaven. It was an illusion
Marvin Harris.
created by the Lords of Chaos. A minor Lord, Mister Keeper,
recruited Chris by telling the youth he wasnt supposed to die Kid Eternitys Conjure Soul is a Summon effect, but its so
for another seventy-five years, and so he would be returned powerful and flexible that it would be pointless to write it up
to life if he joined Mister Keepers cause. Mister Keeper grant- with game statistics. With it, he can summon a single soul or
ed Chris a number of spirit-based abilities, including the pow- a small group of souls of deceased or even fictional beings
er to summon any fictional or deceased person, individually to fight or perform some other action for him. Often these
or in small groups, to act on his behalf or advise him. In truth, summoned souls are fairly normal people, other times theyre
these spirits were demons forced to assume the likeness of deceased heroes. As GM, use your judgment regarding their
whomever Kid Eternity thought he was summoning. power level and utility.
Duped by Mister Keeper, Kid Eternity unknowingly acted on
Chaos behalf for decades. With the formers guidance, Chris
worked to activate a number of otherworldly devices known
as Chaos Engines in order to expedite humanitys evolution.
The Lords of Chaos believed this would regain Gods favor
and return them to Heaven.
During a plot to steal Dr. Fates power, Kid Eternity was killed
by Mordru, but he later returned and was freed from Mis-
Terra
Born from the unapproved union between the king of Mar-
kovia and a commoner, Tara was hidden from the Markovian Real Name: Tara Markov
people. She was Dr. Helga Jaces first test subject before her
half-brother Brion, who would become Geo-Force. This ex- Occupation: Mercenary
perimentation granted Tara geokinetic abilities, which she Base: Varies
realized just before she and her mother were exiled to the
United States.
to inject her with the same serum that gave him his abilities,
Bitter and resentful, Tara grew up believing that her powers and that he would later use on Cassandra Cain and his own
put her above mere humans and she was determined to take daughter, Rose. This tipped her psychological issues into a
everything that life owed her. Even as a child she was a re- full-blown psychosis, something that ironically helped her as-
morseless mercenary. sume a fake personality to show the Teen Titans.
Eventually she was hired by Deathstroke for the long-term Deathstroke staged a fake fight with Terra to convince the
plan of infiltrating the Teen Titans. Tara became Slade Wilsons Teen Titans to accept her, and they gladly welcomed her into
lover, becoming fanatically loyal to him. Wilson used this trust their family. Terra even pursued a relationship with Beast
Advantages
All-out Attack, Evasion, Great Endurance, Improved Defense,
Instant Up, Languages (Markovian, English), Power Attack, Skill
Mastery (Deception checks), Taunt
Skills
Deception 12 (+16), Insight 8 (+9), Investigation 5 (+6),
Perception 4 (+5), Persuasion 8 (+12), Ranged Combat:
Geokinesis Ranged Powers 7 (+10), Stealth 6 (+9)
Offense
Initiative +3
Geokinesis +10 Ranged, Damage 14 or others
Unarmed +2 Close, Damage 0
Defense
Dodge 8 Fortitude 7
Parry 6 Toughness 14/2*
Will 6 *Without Stone Defense.
Power Points
Abilities 32 Skills 25
Powers 65 Defenses 19
Advantages 9 Total 150
Personality
Tara is an evil, manipulative sociopath. Even at her young age,
she is seething with rage and resentment, but hides it to ap-
pear naive and enthusiastic. She is a loud-mouthed tomboy
who seduced Beast Boy while madly in love with a much
older man.
Allies
Although she was a member of the Teen Titans, Terras only
true ally was the mercenary Deathstroke, and even he sus-
pected and feared her. Her half-brother, Geo-Force, gladly
came to Terras aid, having no idea of her true personality or
motives.
Enemies
Terra was, in many ways, the Teen Titans greatest enemy,
working to gain their trust and affection solely so she could
betray and destroy them. She held a particular dislike for Ra-
ven, who sensed some of the evil Terra tried to conceal, and
who dared to pity her, even subconsciously, and for Beast
Boy, who was foolish enough to love her.
Advantages
Accurate Attack, Animal Empathy, Defensive Attack, Defensive
Tobias Manning was born in the early nineteenth century in Roll 4, Improved Aim, Improved Critical 2 (Six Shooters),
the American west. His father was killed by an alien pirate from Improved Initiative 1, Power Attack, Precise Attack 2 (Ranged,
outer space who took pity on the orphaned Tobias and adopt- Cover and Concealment), Quick Draw, Ranged Attack 6
ed him. Years later, after traveling from one end of the universe
Skills
to the other, Tobias killed the pirate to avenge his father and
used alien technology to build weapons resembling those he Acrobatics 6 (+10), Athletics 8 (+10), Close Combat: Unarmed
remembered from his childhood. Now calling himself Terra- 4 (+8), Deception 6 (+8), Insight 4 (+6), Intimidation 4 (+6),
Man, Manning became a cosmic outlaw and his crime spree Perception 4 (+6), Stealth 3 (+7), Treatment 3 (+5)
eventually returned him to his native Earth, where he ran afoul Offense
of Superman. Hes since returned to Earth on several occasions,
trying to get the drop on the Man of Steel. Initiative +8
Standard Bullet +11 Ranged, Damage 13, Penetrating 4,
Personality Crit. 18-20
Terra-Man is a rip-roaring, rootin-tootin gunslinger straight Exploding Bullet Ranged, Burst Area Damage 12
from central casting. He fancies himself an honorable out- Psi- Bullet +11 Ranged, Damage 10, Resisted by Will,
law in the vein of Jesse James or Billy the Kid and most of his Crit. 18-20
crimes are somehow rooted in the old westrustling cattle,
Unarmed +8 Close, Damage 2
robbing stagecoaches (passenger planes), and so on. Predict-
ably, Manning observes a perverted version of the gunfighters Defense
code. He never shoots an unarmed man (but hes not above
Dodge 12 Fortitude 8
loaning his target a gun), he only robs those who deserve it
(hes the judge), and hell always defend the honor of a lady. Parry 9 Toughness 8/4*
Will 8 *Without Defensive Roll.
Powers & Abilities
Power Points
Terra-Man has access to a wide variety of formidable alien
gadgets and weapons, including a pair of special six shoot- Abilities 50 Skills 21
ers that fire a number of trick bullets, some of which are ca- Powers 47 Defenses 23
pable of harming even Superman. Manning is also a highly
Advantages 21 Total 162
skilled marksman and hes developed incredible proficiency
in cowboy skills such as riding, tracking and roping. Complications
Code of the West: Manning follows his own twisted version
Allies
of the gunfighters code of the Old West; hell never shoot an
None to speak of, really. For a while it appeared that Terra- unarmed man, hell defend the honor of women, and he abides
Man might be allied with Black Adam, though their associa- by his own version of all the other honorable behaviors made
tion turned out to be temporary. famous in movies.
Enemies
Real Name: Tobias Manning
Terra-Man believes he can build his rep by gunning down or
at least outwitting the Man of Steel.
Occupation: Businessman Base: Metropolis
Advantages
Accurate Attack, Defensive Roll 3, Equipment 2, Improved
Initiative, Luck, Startle, Takedown, Taunt
Skills
Acrobatics 6 (+10), Athletics 9 (+11), Deception 7 (+11), Insight
8 (+10), Intimidation 7 (+11), Perception 6 (+8), Ranged Combat:
Thorn Weapons 9 (+12), Stealth 6 (+10), Treatment 4 (+6)
Offense
Initiative +8
Concussion Thorn +12 Ranged Damage 6, Multi-Attack
Whip +12 Close Damage 4, Fast Grab
Shortly after police officer Phil Forrest was killed by the gang
known as the 100, his daughter Rhosyn had a nervous Unarmed +8 Close Damage 2
breakdown and started to manifest multiple personalities. Defense
One personality, Thorn, is a vigilante firebrand who ruthlessly
hunts down and eliminates criminals, especially those affili- Dodge 10 Fortitude 7
ated with the 100. Parry 11 Toughness 5/2*
Originally, Thorn took over only when Rose was threatened or Will 9 *Without Defensive Roll
somehow became aware of a crime. Eventually Rose learned to
Power Points
exert some control over her transformations, allowing her to be-
come the confident and formidable Thorn more or less at will. Abilities 54 Skills 33
Powers 16 Defenses 21
Personality
Advantages 11 Total 135
Rhosyn is afflicted with multiple personality disorder. Most of
Complications
the time she is a shy, sweet young woman doing her best to
pick up the pieces of her shattered life. When her Thorn per- Identity: Extreme trauma or mental stress causes Thorn
sonality emerges, however, she becomes a fearless and deter- to revert to her Rose persona: As Rose, her Fighting is 1, her
mined vigilante who will stop at nothing to put her enemies Presence is 0, and she has no skills or advantages.
behind bars (or worse!). In fact, Rhosyn and Thorn arent the
only personalities shes manifested. She occasionally lapses Allies
into a persona known as Mother, a kindly matron based on
In her Thorn identity, Rhosyn occasionally undertakes mis-
her fleeting memories of her own mother, and sometimes
sions for Oracle as part of her Birds of Prey. As Rose, she works
assumes the identity of Wild Rose, a vigilante who is even
at Dinah Lances flower shop.
tougher and more ruthless than Thorn.
These days Rhosyn can manifest her Thorn personality at will, Enemies
but she still doesnt have complete control over her transfor-
Thorn (and Wild Rose, when she appears) particularly hates
mations.
the criminal gang originally known as the 100 (and now
Powers & Abilities known as the 1000).
Rose was schooled in the martial arts and the art of investiga-
tion by her father, police officer Phil Forrest. Over the years Real Name: Rhosyn (Rose) Forrest
shes acquired a few special weapons and crime-fighting gad- Occupation: Florist/enforcer Base: Gotham City
gets from various sources.
Equipment
Flight Ring: Communication 5 (subspace radio, Anywhere, Born on the low-tech planet of Zoon, Brin received his powers
Limited to Distress Signal 3); Flight 7 (250 MPH); 19 points as the result of one of his fathers experiments. On his fathers
Telepathic Ear Plug: Comprehend 3 (Languages), Mental death, Brin was misled into believing that he was an android.
Communication 1 (Close Range) 10 points Taking the name Lone Wolf, Brin performed a number of he-
Transsuit: Immunity 9 (Life Support, except for starvation and roic deeds and was approached by the Legion for member-
thirst) 9 points ship, but he declined. Aided by Light Lass (Ayla Ranzz), Brin
was cured of his delusional belief, and after a period of recov-
Advantages
ery he entered the Legion Academy as one of its first trainees.
Accurate Attack, Agile Feint, Benefit 1 (Legion Membership), After a successful mission infiltrating the Legion of Super-Vil-
Defensive Roll 2, Equipment 8, Evasion, Fearless, Improved lians, Brin adopted the name Timber Wolf and was inducted
Critical (Claws), Improved Initiative 2, Instant Up, Power Attack, as a full member of the Legion of Super-Heroes.
Precise Attack (Close, Cover), Startle, Takedown, Uncanny
Dodge
Personality
Skills
Though Timber Wolf has some animal-like qualities, he is not
Acrobatics 8 (+18), Athletics 6 (+18), Expertise (Jungles) 9 a mindless berserker. He can be quick to anger, and is not
(+14), Expertise (Zoon) 5 (+8), Intimidation 10 (+14), Insight 4 afraid to speak his mind regardless of the consequences. He
(+12), Perception 8 (+16), Stealth 10 (+20), Vehicles 2 (+10) is the least educated of the Legion members, but he brings
Offense an instinct and common sense to the team that often enables
him to see things in a clearer light than his more sophisticat-
Initiative +18 ed teammates.
Claws +12 Close, Damage 12, Penetrating 6
Unarmed +12 Close, Damage 12 Powers & Abilities
Defense Due to the effects of the Zuunimum Ray, Timber Wolf pos-
sesses superior strength, speed and agility. He has also de-
Dodge 12 Fortitude 14 veloped a keen sense of smell and an almost preternatural
Parry 12 Toughness 12/10* ability to detect danger.
Will 10 *without Defensive Roll
Allies
Power Points
Brin shared a long romantic relationship with Ayla Ranzz
Abilities 132 Skills 31
(Lightning Lass), and though they are no longer involved they
Powers 26 Defenses 8 are still close. He is also able to call upon the Legion member-
Advantages 22 Total 219 ship and their allies should the need arise.
Complications Enemies
Impulsive: Timber Wolf has no use for caution. He often speaks
While she is not exactly an enemy, Timber Wolf has an abra-
or acts before thinking.
sive relationship with Dream Girl (Nura Nal). He finds his fel-
Motivation Responsibility: Timber Wolf believes he has a low Legionnaire annoying and prefers to avoid her if he can.
responsibility to use his powers to help others, even if he denies it.
Temper: Timber Wolf has an animalistic temper and can
explode into a berserk fury. Real Name: Brin Londo
Occupation: Legionnaire Base: Legion HQ
Personality
A deeply troubled and delusional man,
Winslow Schott has no life aside from
his vocation as a toy-maker. He claims
to love children and says that his only
desire is to bring them joy and safe,
wholesome fun, but he has been con-
victed for infanticide and kidnapping.
He doesnt trust anyone older than sev-
enteen, but can become very angry at
children who dont appreciate his mar-
velous creations.
Allies
Toyman Robot
He has worked for Intergang and Lex Luthor, but the relation-
ship is purely professional. An automaton built in the likeness of one of Schotts person-
alities.
Traci Thirteen
Real Name: Traci Thirteen
Occupation: Student, sorcerer and detective
Base: Metropolis
Personality
Traci is relentlessly upbeat and enthusiastic, in spite of her fa-
thers disapproval. Though she is sometimes overconfident,
Tracis natural intelligence, trained and honed by her father
and the Croatoans, serves to pull her out of trouble.
Allies
Traci is the daughter of skeptical ghost-breaker Doctor
Terrance Thirteen, and sometimes accompanies him on his
On his journeys around the world debunking parapsycho- cases. She remains close to the Elongated Man, and with
logical phenomena, professional skeptic Terrance Thirteen him is a member of the secret group of detectives known
met and fell in love with an Asian sorceress, a descendent as the Croatoans. While living in Metropolis she befriended
of the long line of Homo magi stretching back to ancient At- Natasha Irons, the niece of Steel. Traci sometimes accom-
lantis. Returning to Metropolis, they settled in the Thirteens panies her boyfriend Blue Beetle when he adventures with
ancestral home, Doomsbury Manor, where their daughter the Teen Titans, where she met two other young Homo
Traci was born. magi, Black Alice and Zachary Zatara. On very rare occa-
sions, Traci will join her father and travel with the unex-
Tracis mother began teaching her daughter magic and pected band of adventurers called Team 13: the Thirteens,
Traci soon proved to be a magical prodigy, able to draw on Anthro the Cave Boy, the vampire Lord Bennett, the alien
the gathered magical energies of cities. Following the tragic girl who calls herself Infectious Lass, ghost pirate Captain
death of her mother, Traci was raised by Ralph Dibny, the Fear, Nazi vampire gorilla Primaul, and smartest boy in the
Elongated Man, who with his wife Sue taught Traci to be a world Genius Jones.
detective as she continued to study magic.
Trickster
A juvenile delinquent from a badly broken home, young Axel Other Tricksters
Walker attracted the attention of the mysterious villainess
known as Blacksmith just after he dropped out of high school. The original Trickster was a daredevil circus acrobat
Walker didnt have any impressive skills or accomplishments to named James Jesse. It was Jesse who created the
boast of, but Blacksmith recognized that his recklessness and strange weapons and gizmos that are used by Axel
burning hatred could make him a formidable criminal operative. Walker today. The first Trickster committed crimes for
She furnished Walker with gadgets and weapons she somehow the sheer sport of it; he never harmed anyone or robbed
acquired from James Jesse, the original Trickster, and recruited anybody who couldnt afford it. After a long criminal
him into her criminal syndicate known as the Network. career, Jesse finally recognized the error of his ways
and started using his unique talents for good. He even
After the Network collapsed, Walker was reluctantly accepted became a duly licensed agent of the FBI and helped the
into Flashs Rogues Gallery, but the original Trickster James agency crack dozens of cases. But he later learned that
Jesse confronted him and put him in jail. Prison time only his reformation was a sham, the result of secret brain-
served to harden Axel. Since his first escape hes proven him- washing he underwent at the hands of the Top, one of
self more cruel and bloodthirsty than ever, regularly resorting his fellow Rogues. Jesse eventually got his head straight
to outright murder in the course of his escapades. and resumed his criminal career. He died saving the life
of his friend the Pied Piper. Barry Allen recently encoun-
Personality tered a third Trickster, though this one spells his name
Trixter. Hes a member of the Renegades, a group of
A textbook sociopath, Axel Walker is an adrenaline junkie and a police officers from the twenty-fifth century who appear
closet nihilist. Hes never felt particularly close to another human to be descendants of Flashs original Rogues.
being and he never found anything worth believing in. He used
to fill the void in his soul with violent video games, but now he
fills it with real-world mayhem. Walker is much more ferocious
and bloodthirsty than the rest of the Flashs so-called Rogues,
Real Name: Axel Walker
but hes desperate to be accepted into their dubious fraternity. Occupation: Criminal Base: Keystone City
Like all Rogues, the Trickster is the sworn enemy of all the vari- Childish: The Trickster is both childishly cruel and desirous of
ous Flashes. acceptance.
Sammy Jaye was a criminal who would betray anyone for a Will 7 *Without Defensive Roll.
profit, even his partners in crime. The Prof is a verbose brag- Power Points
Abilities 46 Skills 14
Real Name: Sammy Jaye, Powers 17 Defenses 18
the Prof, and an unnamed third man Advantages 7 Total 102
Occupation: Criminal Complications
Base: New York City
Enemy: The Teen Titans.
gart bent on proving his superior intelligence. The third Tri- Allies
dent is a ruthless killer who is out only for himself.
The three men using the Trident persona relied on each other,
but more recently a Trident has been operating with Alexan-
Powers & Abilities der Luthors Society.
All three of the original men using the Trident persona were
normal humans with no special powers. The trident they used Enemies
was developed by the Prof and could project fire, ice or con- Trident has most often run afoul of the Teen Titans.
cussive force.
Trigon The
the Terrible
terrible
Thousands of years ago in another dimension, the last inhab-
itants of a dying world called upon the dark forces they wor-
shipped to bring them a savior. Instead, the child born to one
of their own lashed out at birth to kill everyone nearby. Yet
the child Trigon survived, destroyed a planet before he was
six and conquered millions of worlds before the age of thirty.
Along the way he fathered a child upon a woman named
Arella, who fled to a temple between dimensions called Az-
arath and gave birth to a daughter named Raven.
Donna Troy
Who is Donna Troy? is a tricky question, even for her. She
was originally a magical duplicate of the young Princess Di- Real Name: Donna Troy
ana of Themyscira, created by the Amazon sorceress Magala
as a playmate for Diana, the only child on the island. The vil- Occupation: Photographer, hero
lainess Dark Angel kidnapped Donna, and put her through a Base: New York City
series of reincarnations.
Thus Donna Troy was initially an orphan with no past but sum total of her prior existence, a living bridge to the former
Amazonlike powers, who became the heroine Wonder Girl. multiverse.
She joined the Teen Titans and eventually married college
professor Terry Long. The two of them had a son, Robert. Both Troy has since encountered another Dark Angel in the new
her husband and son were killed in a senseless car accident. multiverse, though it remains unknown if this is the same
In another revealed life, Donna was adopted by the Titans Dark Angel or yet another unusual parallel.
of Myth, who empowered her, but also manipulated her. She
lost her powers and became a Darkstar, but the organization
Personality
was all but wiped out. And so each existence Donna experi- Donna is a kind and empathetic person with a natural gift for
enced ended in tragedy. listening. Even at a young age, she became something of a
mother-figure to her circle of friends, always available with
Initially, everyone believed Dark Angel mistook Donna for
a sympathetic ear and a strong shoulder to lean upon. Her
Diana and was out for revenge against Hippolyta, as the
willingness to nurture others sometimes allows her to ne-
two had clashed during the World War II. Donna eventually
glect her own needs, because she lacks the type of support
learned, however, that Dark Angel was another version of
she offers to others.
herself, from a prior multiverse. Saved from non-existence
by the Anti-Monitor, she sought to destroy Donna to avoid The suffering that Donna has experienced during her life
merging with her, as all of her other parallel selves had (lives, really) has built up anger and a desire to use it to avoid
done. Once Dark Angel was defeated, Donna became the dealing with feeling sad and lonely. She tends to throw her-
15 13 8 5 11 2 3 4 Initiative +8
self into the thick of things, using action and conflict to dis-
tract her from everything else. In these situations she can be a
bit heedless of her own safety, focusing solely upon overcom-
ing her foes.
Allies
Donnas closest allies are her Amazon family, particularly her
sister Diana (Wonder Woman) and their mother Hippolyta, as
well as her little sister Wonder Girl and the Amazon warrior
Artemis. She is good friends with her old teammates from the
Teen Titans, particularly Dick Grayson (Nightwing), Roy Harp-
er (Arsenal) and Koriandr (Starfire). Donna was romantically
involved with Roy Harper for a time and Green Lantern Kyle
Rayner, who remains a good friend.
Enemies
Donnas greatest foe was the villainess Dark Angel. She has
come into conflict with the thief Angle Man, with whom she
shared an awkward attraction. Troy has also fought many of
Wonder Womans foes, particularly the Cheetah and Circe,
and she has a number of enemies as a member of the Teen
Titans, notably Deathstroke the Terminator and the Brother-
hood of Evil.
Advantages
All-out Attack, Defensive Roll 3, Equipment 4, Improved
Initiative 1, Inspire 2, Leadership, Startle, Taunt, Well-informed
Skills
Acrobatics 2 (+5), Athletics 6 (+8), Close Combat (Unarmed) 3
(+9), Deception 12 (+16), Expertise: Law 9 (+14), Insight 8 (+13),
Intimidation 10 (+14), Investigation 4 (+9), Perception 8 (+13),
Persuasion 4 (+8), Ranged Combat: Firearms 8 (+11), Sleight of
Hand 4 (+7), Stealth 6 (+9), Technology 2 (+7), Vehicles 5 (+8)
Offense
Initiative +7
Tommy Gun +11 Ranged Multi-Attack Damage 4
Pistol +11 Ranged Damage 4
Unarmed +9 Close Damage 2
Defense
Dodge 12 Fortitude 8
Parry 12 Toughness 6/3*
Will 12 *Without Defensive Roll
Harvey Dent was the youngest man ever elected district at- Power Points
torney in Gotham City, a feat made even more remarkable by Abilities 60 Skills 46
the fact that he came from a badly broken home. Unlike most
members of Gothams law-enforcement community in those Powers 0 Defenses 28
days, Dent had a reputation for uncompromising honesty. In Advantages 16 Total 150
fact it was probably his single-minded compulsion to impose
Complications
justice and order that helped him rise to the top of the legal
profession so quickly. Disfigurement: Two-Face is so badly disfigured its difficult to
imagine him ever reentering mainstream society.
Shortly after he was elected, Dent recognized the young po-
lice lieutenant James Gordon and the mysterious vigilante Enemy: Batman.
known as the Batman as natural allies in his struggle to clean Obsession: Two-face is obsessed with the number two and
up Gotham. The three men soon became secret comrades most of his crimes revolve around that theme.
and successfully worked together to break the backs of the Random Chance: Two-Face resolves all key decisions with a
crime syndicates that controlled much of the city. flip of his two-headed coin: the scarred side evil, the clean side
It was during the trial of Boss Maroni, the capo di tutti capi of good. The GM can flip a coin (or roll the die: 110 evil, 1120
good) to see what Two-Face will do in a given situation. It
organized crime in Gotham, that Dents life went awry. Just
requires a DC 30 Will check for Two-Face to ignore the coins
as a key witness was beginning his testimony, a corrupt assis-
decision.
tant D.A. in the pocket of the Falcone crime syndicate threw a
vial of sulfuric acid at Dent, badly disfiguring half his face. The
damage brought back repressed childhood memories and Christening himself Two-Face, Dent quickly became one of
Harveys personality underwent a dramatic transformation. the most fearsome gangsters in Gotham City. He routinely
Hes been obsessed ever since with the struggle between crosses swords with Batman, who still struggles to find some
good and evil that takes place in the hearts of all men. way to help his old friend.
Personality
Real Name: Harvey Dent
Occupation: Former district attorney, criminal Like all too many of the Caped Crusaders archenemies, Har-
vey Dent is almost completely insane. Though his madness
Base: Gotham City only manifested in the wake of the acid attack that mutilated
Ultra Boy Ultra Boy was born Jo Nah on the planet Rimbor. On a trip
through outer space, Jos ship was swallowed by an energy
beast and bombarded by radiation. Instead of killing Jo, this
ultra energy granted him powers similar to those of a Kryp-
tonian.
Personality
Because Ultra Boy is so powerful, others often regard him as
nothing more than a dim-witted powerhouse. In fact, Ultra
Boy has to be quite cunning in applying his powers, since he
can only use one at a time. Like most Legion members, Ultra
Boys powers are a metaphor for his personality; Jo Nah often
surprises others with his unexpected versatility.
Allies Enemies
Ultra Boy can count on his teammates on the Legion of Su- Ultra Boy shares many of the enemies of the Legion, and of all
per-Heroes to come to his aid, though as the Legions power- the Legionnaires, he is the one most likely to run afoul of and
house, he is usually coming to the aid of his teammates. to be on the run from the law.
The Ultra-Humanite
Scientist Gerard Shugel possessed a preeminently brilliant
mind but a weak, ailing body, and the contradiction embit- Real Name: Gerard Shugel
tered him to the point of becoming a sociopath. Obsessed
Occupation: Criminal scientist
with curing his various ailments, Shugels experiments be-
came increasingly grisly, and by the early 1940s he found Base: Mobile
himself shunned by his colleagues and so unable to find a
job. Dubbing himself the Ultra-Humanite, Shugel and his
sudden emergence of Fury Is Blood Avenger persona pre-
lone ally Satana continued their obscene work overseas until
vented him from creating total havoc.
together they achieved practical brain transplantation. The
Ultra-Humanite immediately saw that medical miracle as his Death nearly caught up to the Ultra-Humanite in 1948, as he
means to power and began calculating a grandiose plan to found himself bedridden inside a dying, cancer-ridden body.
bring it to fruition. However, the appearance of a group of history-hopping vil-
lains known as the Time Stealers provided him with the first
Assuming that no one would suspect a beautiful woman of
of the mutated gorilla forms the Ultra-Humanite would com-
evildoing, Shugels brain was placed inside the body of film
mandeer in the decades following.
actress Dolores Winters. He then used his scientific wizardry
to create a trio of metahuman henchmen: Cyclotron, Amaz- Emboldened by his tremendous physical and mental powers,
ing Man I and Deathbolt. In the end, it took the might of the the Ultra-Humanite put together his own Secret Society of
All-Star Squadron and betrayal by Cyclotron and Amazing Super-Villains to challenge the combined might of the Justice
Man to defeat him, but the Ultra-Humanite was far from fin- Society of America and the Justice League of America. The
ished. He reappeared mere months later inside a living Tyran- Ultra-Humanite nearly succeeded in eliminating all costumed
nosaurus rex to challenge the Young All-Stars, and only the heroes from Earth before his own treachery got the better of
Advantages
Benefit 2 (Wealth), Diehard, Evasion, Improvised Tools, Inventor,
Leadership
Skills
Acrobatics 8 (+12), Athletics 8 (+18), Close Combat: Unarmed
8 (+13), Deception 9 (+14), Expertise: Criminal 14 (+21),
Expertise: Science 15 (+22), Insight 9 (+16), Intimidation 9
(+14), Perception 13 (+20), Persuasion 9 (+14), Technology 15
(+22), Treatment 13 (+20)
Offense
Initiative +4
Psychic Blast, Area Perception, Damage 9
Unarmed +13 Close, Damage 10
Defense
Dodge 13 Fortitude 12
him and led to his ultimate defeat. Similar perfidy thwarted
Parry 13 Toughness 11
his plan to destroy both the Justice Society and its heirs Infin-
ity, Inc. when he attempted to double-cross his partner Brain Will 14
Wave I.
Power Points
The serially immortal Ultra-Humanites grudge against the Abilities 80 Skills 65
Justice Society continues into the present day. His attempt
to clone a superior gorilla form for himself was thwarted by Powers 63 Defenses 32
the JSA shortly after the teams return from Ragnarok, but Advantages 7 Total 247
the Ultra-Humanites revenge was nearly world-altering. The
Complications
Ultra-Humanite placed his brain inside JSA member Johnny
Thunder, and in that guise he tricked J.J. Thunder out of con- Obsession: The Ultra Humanite craves power at any cost, even
trol over the near-omnipotent Thunderbolt. Only the brave his own humanity.
actions of a handful of metahumans reversed the situation Disability: Originally limited by a weak and sickly body, the
and freed the world from the Ultra-Humanites whims. Humanites psionic energies gradually degrade the substitute
bodies his brain occupies, forcing him to periodically find
Recently, after a defeat at the hands of Power Girl, the Ultra-
replacements.
Humanite attempted something new: an offer to go straight
in exchange for a position at Starrware Industries. The Ultra- Power Loss: It takes time for a new body to adapt to the
Humanites reformation is of course a ruse, and it remains to Humanites mental powers, and he cannot use them for a time
be seen to what twisted ends he will put his new technologi- after his brain is transplanted.
cal access.
Uncle Sam
Whenever the nations liberty is threatened, the Spirit of Amer-
ica embodies itself as a mythic defender, sometimes bonding
Real Name: Samuel
to a martyred American patriot. Most famously known from Occupation: Patriot
its World War I manifestation as Uncle Sam, the Spirit previ- Base: The Heartland dimension
ously appeared as the Minuteman, Brother Jonathan, Johnny
Reb and Billy Yank. In 1940, as World War II drew ever closer to
Americas shores, the Spirit merged with a namesake patriot sis on Infinite Earths. In recent times, the Spirit of America briefly
to battle Axis subversion. With Americas entry into the war, recast itself as the armored Patriot, but soon resumed its Uncle
Sam organized the Freedom Fighters to aid his fight. Sam guise. Sam seemingly met his demise during the Infinite
Crisis after an ambush by the Secret Society of Super-Villains.
At the wars end, with his mission accomplished, Uncle Sam
vanished once more into the spirit realm, but returned whenev- However, the enigmatic being Father Time used his high po-
er needed, such as during the Appellaxian invasion and the Cri- sition within the Super Human Advanced Defense Executive
13 13 5 4 5 1 3 5 Initiative +9
Personality
Sam embodies the absolute best in the American spirit, and is
incredibly inspiring and charismatic.
Allies
Sam is the leader and cornerstone of the Freedom Fight-
ers and thus has an on-again, off-again relationship with
S.H.A.D.E. During WWII, he was assisted by a young orphan
named Buddy.
Enemies
Sam engaged various Axis metahumans and saboteurs
throughout World War II (Baron Blitzkrieg, in particular), and
had a long-running postwar feud with ex-Nazi agent the Sil-
ver Ghost.
Vandal Savage
Fifty thousand years ago, primitive humans were witness to a survival. His daughter Scandal Savage is a member of the
fireball from the heavens crashing to Earth. Vandar Adg, then Secret Six, and he no doubt has numerous modern descen-
a tribal hunter, was exposed to the strange energies of the dants.
meteor and transformed by them. While his contemporaries
in the Blood Tribe grew older and died, Vandar remained as Personality
young and vital as he was the day the fireball fell.
Vandal Savage is the very personification of cultured ar-
Gifted with immortality, Vandar Adg became historys great- rogance, but deep down still has the personality of a brutal
est unacknowledged conqueror. He founded the cabal tribal leader. He treats everyone as ephemeral and expend-
known as the Illuminati to destroy one of the lost cities of At- able, because to him they are. His greatest fear is infirmity
lantis, and controlled the conspiracy across the centuries. He and death, and he will literally sacrifice anyone or anything to
claims to have ruled hundreds of different places and times ensure his own survival.
under a variety of names and guises, and has advised and
aided other rulers in history ranging from Erik the Red and Powers & Abilities
Napoleon to Otto von Bismarck and Adolf Hitler. Always he
Vandal Savages sole power is his immortality: he has not
has been forced to move on after a number of years, lest the
aged since his encounter with the fireball from the sky. His
truth about his nature become known.
millennia-long life has allowed Savage to accumulate con-
In the twentieth century, the immortal conqueror now siderable wealth, experience and skill. In particular, he is an
known as Vandal Savage came into conflict with the Justice expert strategist and tactician.
Society of America. They thwarted Savages efforts to aid
Savages offensive traits are below his power level, given that
the Nazis during World War II and his own schemes of world
he often augments them with various weapons both high-
conquest, and withstood Savages attempts to avenge these
tech and magical. He is a highly skilled and brutal hand-to-
slights against him. Still, he has nothing if not time, and has
hand fighter, capable of picking up a person with one hand
gloated about how many of his foes have succumbed to mor-
and choking them. Still, Savage generally prefers to let vari-
tality (though he refers to Hawkman as the cockroach for his
ous underlings do his dirty work, and he has considerable
seemingly unstoppable reincarnation).
resources at his command, accumulated literally across the
Savage has had many children throughout history. Indeed, history of civilization.
in the past he has used occult rituals to sacrifice members
of his own bloodline to ensure his continued vitality and
EQUIPMENT
Sword: Strength-Based Damage 3, Improved Critical (1920)
4 points
Savage typically has access to a considerable amount of other
equipment based on his resources.
Advantages
Accurate Attack, All-out Attack, Benefit 6 (wealth and resources),
Chokehold, Close Attack 2, Connected, Contacts, Defensive Roll
2, Diehard, Fascinate (Intimidation), Fast Grab, Fearless, Great
Endurance, Improved Disarm, Improved Grab, Improved Hold,
Improved Initiative, Improved Smash, Inventor, Jack-of-all-trades,
Languages 5, Leadership, Power Attack, Prone Fighting, Ranged
Attack 8, Skill Mastery (Expertise: History), Startle, Takedown,
Uncanny Dodge, Weapon Bind, Weapon Break, Well-informed
Skills
Athletics 8 (+12), Deception 8 (+13), Expertise: History 18 (+23),
Expertise: Magic 6 (+11), Expertise: Tactics 12 (+17), Insight 8
(+12), Intimidation 8 (+13), Investigation 6 (+11), Perception
8 (+12), Persuasion 6 (+10), Stealth 6 (+8), Technology 8 (+13),
Treatment 7 (+12), Vehicles 7 (+9)
Offense
Initiative +6
Sword +13 Close, Damage 7
Unarmed +13 Close, Damage 4
Defense
Dodge 12 Fortitude 12
Parry 13 Toughness 7/5*
Will 14 *Without Defensive Roll bonus
Power Points
Abilities 74 Skills 58
Powers 31 Defenses 29
Advantages 50 Total 242
Complications
Arrogant: Savage has an extremely high opinion of himself,
which sometimes blinds him to flaws in his own schemes.
Selfish: Having lived so long, Savage is willing to do or sacrifice
virtually anything (or anyone) to avoid death.
Vigilante
Real Name: Greg Saunders
Occupation: Sheriff
Base: Warpath, AZ
Personality
Vigilante is a hero in the classic mold, encouraging others
around him to do the right thing simply by fearlessly and re-
lentlessly doing the right thing himself. Only when the law
cant do what needs to be done does Greg Saunders don his
bandana and deal out justice masked as Vigilante.
Allies
Vigilante (Greg Saunders) Vigilantes greatest allies were in the Seven Soldiers of Vic-
tory. He tried to build a new team of Soldiers in the modern
day, only to lead them into disaster. Retreating to Warpath, he
Greg Sauders was born at the opening of the twentieth centu- befriended the Guardian while he was on the run, and also
ry in Wyoming, son to a local sheriff. In his youth, Saunders was Supermans pal Jimmy Olsen.
trained in the ways of the cowboy by his father and his fron-
tiersman grandfather. But Saunders left the West behind and Enemies
moved to New York City where he became the Prairie Trouba-
dour, a country singer. Determined to bring justice to the law- On his own, Vigilante has chased down criminals of every
less city, Saunders donned a bandana and adopted the name mundane type, and with the Seven Soldiers faced master
Vigilante as he brought country justice to the urban streets. criminals and strange super-villains, up to and including the
universe-invading Nebula Man and the race he serves, the
Saunders fame as a singer brought him to Hollywood in the Sheeda. As sheriff of Warpath, the Vigilante regularly encoun-
1940s, where he became a film star. Meanwhile, Vigilante con- ters a wide variety of super-powered criminals attempting to
tinued to fight crime, even banding together with other he- sneak across the border into the United States after failing to
roes to form the Seven Soldiers of Victory. During the teams enter by other means.
3 3 3 4 4 1 2 2 Initiative +4
Dual Pistols +15 Ranged Multiattack Damage 3
Equipment
Lasso +9 Ranged, Cumulative Affliction 6,
Six-Shooters: Ranged Multiattack Damage 3 9 points
Resisted by Dodge (DC 16)
Lasso: Ranged Cumulative Affliction 6 (Resisted by Dodge;
Hindered and Vulnerable, Defenseless and Immobile), Extra Unarmed +13 Close, Damage 3
Condition, Limited Degree) 18 points
Defense
Vehicle: Motorcycle 10 points
Dodge 10 Fortitude 9
Size: Medium Str: 1 Speed: 6 Def: 10 Tou: 8
Parry 13 Toughness 3
Advantages
Will 7
Attractive, Diehard, Equipment 8, Extraordinary Effort, Fast
Grab, Improved Aim, Improved Disarm, Inspire, Luck, Quick Power Points
Draw, Ranged Attack 5, Takedown, Tracking, Weapon Bind Abilities 44 Skills 43
Skills Powers 0 Defenses 27
Acrobatics 6 (+9), Athletics 10 (+13), Close Combat: Unarmed Advantages 25 Total 139
9 (+13), Expertise: Cowboy 8 (+9), Expertise: Performing 7
Complications
(+9), Insight 10 (+12), Investigation 7 (+8), Perception 8 (+10),
Persuasion 9 (+11), Ranged Combat: Guns 6 (+10), Vehicles 6 (+10) The Old Ways: Vigilante is a man raised with nineteenth-
century ideals living in the twenty-first. He frames every
Vigilante
conflict as good versus evil, then firmly places himself among
the white hatsand not only because he wears a white hat of
his own.
Though he had a high rate of successful convictions, New
Cowboy in the City: From New York and Hollywood to
York district attorney Adrian Chase saw many criminals es-
Warpath, Arizona, Vigilante has always found himself living in
cape justice on technicalities. Satisfied that justice was being
big cities, but his heart is out on the range.
done in most cases, Chase continued as a successful D.A. until
a crime boss Chase sent to prison reached out from behind
bars to kill Chases family. Now convinced that the justice sys-
tem was fatally flawed, Chase used a costume and an arsenal
of weaponry to become the Vigilante, bringing fatal justice to
those who broke the law. Yet the Vigilantes bloodshed wore
on Chase, and when he accidentally killed a police officer his
guilt led him to commit suicide.
Personality
Regardless of who has used the name since Adrian Chase,
Vigilante has always been willing to use lethal force to bring
criminals to justice. In the case of Dorian Chase, he was even
willing to put innocents in danger to punish the guilty.
Vigilante has no metahuman powers, but is a skilled and well- Powers 0 Defenses 26
armed fighter and marksman. Advantages 17 Total 122
Allies Complications
Judge, Jury and Executioner: The Vigilante is an agent of
Each of the Vigilantes has worked alongside Nightwing at
harsh justice, prepared to use deadly force to bring it about.
one time or another. Pat Trayce was Deathstrokes lover while
she was being trained by him. Suicide Mission: The deaths caused by the Vigilante tend to
weigh heavily.
Enemies
Though the various Vigilantes have primarily focused their often tangled with the Electrocutioner, and Dorian Chase has
sights on organized crime and corrupt lawmen, Adrian Chase crossed paths a number of times with the Titans.
Vixen
Born in the African nation of Zambesi, Mari is the daughter of
Reverend Richard Jiwe, who raised her alone after her mother Real Name: Mari Jiwe McCabe
was killed by poachers. Maris father perished at the hands of
his own half-brother, General Maksai, who sought to take the
Occupation: Model
legendary Tantu Totem from Rev. Jiwe. Mari fled to America, Base: Mobile, often New York City
where she established the identity of Mari McCabe and be-
came a fashion model in New York City.
Personality
Mari returned to Zambesi and took the Tantu Totem from
Gen. Maksai, using its power as the costumed crime fighter Mari McCabe has been on her own for much of her life. She
Vixen. She eventually joined the Justice League during one has built a successful career, both as a model and crime fight-
of its reorganizations and later confronted her uncle, who at- er, on her personal independence and determination. She is a
tempted to take back the Totem and died fighting Vixen after loyal friend willing to help those in need, but sometimes has
its magic transformed him into a raging beast. difficulties accepting help in turn.
Following another Justice League reorganization, Vixen spent Powers & Abilities
some time on her modeling career, but also worked with
the Suicide Squad and various other heroes such as Won- As Vixen, Mari wears the Tantu Totem, an amulet in the shape
der Woman and the Birds of Prey. She started a relationship of a foxs head. The Totem grants Vixen the ability to tap into
with Ben Turner, the Bronze Tiger, but ended it once she saw the Red or the morphogenetic field, the living (even spiritual)
it wasnt going anywhere. She worked briefly with the Inter- essence of animal life. She can mimic the abilities of any animal,
national Ultramarine Corps, and later rejoined the Justice ranging from the flight of a hawk to the speed of a cheetah,
League. the strength of a bull elephant, or even the stubbornness of
Allies
Vixen has been a frequent
member of the Justice
League of America and
knows many of its cur-
rent and former mem-
bers, including its
founders. She also
has some contacts
in the covert op-
erations commu-
nity through her
work with the
Suicide Squad and Checkmate, along with connections in the
world of high fashion and international media.
Enemies
The African trickster god Anansi claims to have created the
Tantu Totem that grants Vixen her powers but, as he himself
points out, he is a notorious liar with the ability to bend real-
ity to suit his schemes. He has interfered with Vixens life and
powers before, treating her as his pawn, and may do so again.
Personality
First and foremost, Travis
Morgan is a warrior and a hero.
He cares about the welfare of his friends and
companions, tries to aid those in need, and is
willing to defend Skartaris from those who
would subjugate and destroy it. However,
hes not perfect. As an eighty-three-year-
old ex-fighter jock stuck in a younger
body, some of Morgans ideals and
habits seem a bit out of date. That
said, Warlord is not a bigot or a fool,
he just sometimes seems like a hero
from an earlier age. Given the nature
of the otherworldly realm he calls
home, this is rarely a problem.
Allies
Over the years the
Warlord has had many
allies. These include
his wife Tara, his
daughter Jennifer
and his son Tinder.
In addition to his
Real Name: Travis Morgan family he is often
Occupation: Hero
Base: Skartaris
Past Lives: Feature 1 (Reincarnation of other famous warriors) Advantages 26 Total 156
Equipment Complications
.44 Automag: Ranged Damage 4, Improved Critical 9 points Motivation Responsibility: Morgan feels a strong sense of
Sword: Strength-Based Damage 4, Improved Critical 5 points duty to his family, friends, and the free peoples of Skartaris.
Relationships: Tara (wife), Jennifer and Joshua (children), and
Advantages friends such as Mariah, Machiste and Shakira
Accurate Attack, All-out Attack, Benefit 4 (Warlord of Skartaris),
Connected, Defensive Attack, Defensive Roll 2, Equipment 3,
Improved Aim, Improved Disarm, Improved Initiative, Inspire,
Jennifer Morgan PL9 140 points
Languages (Skartaran), Leadership, Power Attack, Precise Abilities: Str 0 Sta 2 Agl 3 Dex 3 Fgt 4 Int 3 Awe 4 Pre 3
Attack (Close; Concealment), Quick Draw, Ranged Attack 2,
Takedown, Weapon Bind Powers: Mystical Senses (Sense 4 (Detect Magic, Ranged,
Acute, Analytical)); Levitation (Flight 2 (8 MPH, Concentration);
Skills Sorcery (Array (22 points), Magic Blast (Ranged Damage 10,
Affects Insubstantial (full effect), Dynamic), AE: Mystic Shield
Acrobatics 2 (+6), Athletics 9 (+12), Close Combat: Sword 3 (Deflect 12, Impervious Protection 5, Sustained, Dynamic), AE:
(+12), Deception 3 (+8), Expertise: Military 10 (+11), Expertise: Clairvoyance (Remote Sensing 11 (Sight)), AE: Dispel Magic
Skartaris 9 (+10), Expertise: Survival 6 (+7), Insight 6 (+8), (Nullify Magical Effects 10, Broad, Precise), AE: Cure (Healing 7,
Intimidation 7 (+12), Perception 6 (+8), Persuasion 7 (+12), Restorative, Stabilize), AE: Illusion-Casting (Illusion 7 (Visual
Ranged Combat: Guns 6 (+12), Stealth 2 (+6), Vehicles 8 (+12) and Auditory))
Offense Advantages: Artificer, Attractive, Benefit 2 (Supreme Sorceress
of Skartaris), Defensive Attack, Extraordinary Effort, Languages
Initiative +8
3, Ritualist. Trance
.44 Automag +12 Range, Damage 4, Critical 19-20
Skills: Athletics 4 (+4), Deception 4 (+7), Expertise: History
Sword +11 Close, Damage 7, Critical 19-20 5 (+8), Expertise: Magic 7 (+10), Expertise: Skartaris 7 (+10),
Insight 6 (+10), Perception 4 (+8), Persuasion 4 (+7), Ranged
Defense
Combat: Magic 5 (+8), Technology 2 (+5), Treatment 4 (+7)
Dodge 12 Fortitude 9 Offense: Initiative +3, Magic Blast +8 (Damage 10 plus others)
Parry 12 Toughness 6/4* Defense: Dodge 10, Parry 8, Fortitude 5, Toughness 2, Will 12
Will 9 *Without Defensive Roll Totals: Abilities 44 + Powers 37 + Advantages 11 + Skills 26 +
Defenses 22 = 140
accompanied by the warrior-king Machiste, Russian-born Complications: Relationships: Warlord (father), Joshua (half-
Mariah, and the catlike Shakira. brother) and various allies and friends. Sorceress: Must be able
to gesture and speak to use her powers effectively.
Enemies
The Warlord has fought many monsters, would-be conquer-
ors, and villains in his travels. Chief among these is the sor-
cerer tyrant Deimos.
Jennifer Morgan
For years, Jennifer believed her father Travis was dead. Jen-
nifer eventually learned he was alive and in the land of
Skartaris. Traveling to Skartaris to see her father, Jennifer
was captured by allies of Deimos, temporarily removing her
memory of her old life. Learning sorcery during this time, Jen-
nifer was eventually reunited with her father and her memory
returned. Now the beautiful silver-haired sorceress aids her
father and the people of Skartaris as one of the realms most
powerful magicians. From time to time Jennifer has returned
to Earth, often to aid the mystical community against some
grave threat. Like many sorcerers, Jennifer often uses Extra Ef-
fort to expand her spellcasting.
Tara
Queen of the nation of Shamballah and wife of the Warlord,
Tara was one of the first non-hostile individuals Travis Morgan
met when he arrived in Skartaris. The two quickly fell in love
and eventually were married. The couple has been separated
more than once, often thinking each other dead, but they al-
ways find each other. In addition to being wife of the famous
Warlord and mother to his son, Joshua, Tara is a formidable
warrior and respected leader in her own right. Shortly after
Travis recent apparent demise, Tara gave birth to their daugh-
ter, the magically gifted Morgana.
Tinder
Tinder is Joshua Morgan, son of Travis Morgan and his wife
Tara. Thought corrupted by Deimos and killed in battle with
Travis, he was actually raised by another family. After meet-
ing the Warlord later in life, the boy began to support the
Warlord on his adventuresfirst as a sidekick and later as a
trained warrior. Recently Travis was apparently accidentally
killed by Tinder, just as he recognized the boy as his long-lost
son. After this tragedy, Tinder became Joshua Morgan, the
new Warlord. Though not as experienced as his father, he is
courageous, brave and heroic. He has some small talent with
magic, but he has not developed it like his half-sister, Jennifer.
Advantages
Accurate Attack, Defensive Roll 4, Favored Environment
(Extreme Weather), Inventor, Teamwork
Skills
Expertise: Criminal 4 (+7), Expertise: Meteorology 11 (+14),
Ranged Combat: Lightning Bolt 3 (+6), Sleight of Hand 4 (+7),
Technology 10 (+13), Vehicles 4 (+7)
Offense
Initiative +1
Lightning Bolt +6 Ranged, Damage 14
Tornado Ranged Burst Area, Damage 10
Defense
Dodge 12 Fortitude 6
Parry 9 Toughness 6/2*
Will 10 *Without Defensive Roll.
Power Points
Abilities 34 Skills 18
Powers 61 Defenses 27
Advantages 8 Total 148
Complications
Guilt: Mardon feels guilt about the death of his brother Clyde.
Quirk: Even though he no longer needs to use his wand,
Mark Mardon was serving jail time for robbery when he es- Weather Wizard still chooses to use it as a focus for his powers.
caped and fled to the observatory where his brother Clyde
was working on an experimental weather-controlling wand.
the original Rogues who tangled with Barry Allen, and when
When Clyde called Central City police to turn him in, Mark
Allen apparently died, Mardon pondered retiring from his life
panicked at the thought of returning to jail and accidentally
of crime. However, the Rogues were drawn back together ev-
killed his brother with the weather wand. This crime haunts
ery time a new speedster took up the mantle of the Flash.
Marks conscience to this day.
Guilt did not prevent Mark from using his brothers technol- Personality
ogy to commit crimes as the Weather Wizard. He was among
Weather Wizard is about as unpredictable as, well, the weath-
er. Mark delights in using his powers for destruction regard-
less of the collateral damage to others, but he is burdened
Real Name: Mark Mardon by a sense of guilt over his brothers death. Likewise, despite
Occupation: Criminal having enough savvy to apply his brothers weather technol-
Base: Central City ogy, he unnecessarily limits his powers and his crimes, appar-
ently incapable of visualizing destruction on a global scale.
Wildcat
Wildcat PL11 Real Name: Ted Grant
STR STA AGL DEX FGT INT AWE PRE Occupation: Adventurer, former gym owner,
4 4 4 2 12 0 2 2 former heavyweight boxing champion
Powers Base: New York
Nine Lives: Immortality 19, Subtle; Limited to nine uses
20 points Ted Grant was an up-and-coming boxer framed for the mur-
Equipment der of his trainer who was inspired by stories of Green Lan-
tern (Alan Scott) to put on a mask and adopt a heroic per-
Vehicle: Motorcycle 10 points sona. Successfully clearing his own name, hes stayed in the
Size: Medium Str: 1 Speed: 6 Def: 10 Tou: 8 costumed-hero arena ever since. Grant recently was reunited
with an estranged son that the elder Wildcat is training to
Advantages take on the name some day.
Agile Feint, All-out Attack, Assessment, Close Attack 5,
Defensive Attack, Defensive Roll 4, Diehard, Equipment 2,
Evasion, Fast Grab, Improved Critical 2 (Unarmed), Improved
Defense, Improved Grab, Improved Hold, Improved Initiative,
Improved Trip, Luck, Power Attack, Takedown 2, Taunt
Skills
Acrobatics 6 (+10), Athletics 10 (+14), Deception 4 (+6),
Expertise: The Sweet Science of Boxing 14 (+14), Insight 6 (+8),
Intimidation 8 (+10), Investigation 4 (+5), Perception 8 (+10),
Persuasion 4 (+6), Stealth 8 (+10), Vehicles 8 (+10)
Offense
Initiative +8
Unarmed+17 Close, Damage 4 (Crit. 18-20)
Defense
Dodge 13 Fortitude 9
Parry 14 Toughness 8/4*
Will 10 *Without Defensive Roll.
Power Points
Abilities 60 Skills 40
Powers 20 Defenses 24
Advantages 30 Total 174
Complications
Road Not Taken: Grant has more emotional and physical scars
than he cares to count and is determined to help younger
heroes avoid as many of his (many) mistakes as possible.
Simple is Better: Wildcat isnt known for complex tactics or
subtle plans: decades of experience have taught him most
problems actually can be solved with his fists.
WIldfire
Wildfire
Drake gained his powers from an experiment conducted at
Metropolis University involving a new propulsion system. His Real Name: Drake Burroughs
new form was captured by Professor Vultan in a specialized
containment suit that allowed Drake to have a limited form
Occupation: Legionnaire
of normal life, and to fire bolts of his energy and to fly. Calling Base: Legion HQ
himself Erg-1, Drake applied for Legion membership, but was
rejected because he had only limited control of his abilities. Drake spends a lot of time at the Legion Academy, where he
Following the Legionnaires on a mission, he saved Colossal helps train prospective Legionnaires. It was there that he met
Boys life, but at the cost of his containment suit. Returning to his protg Dawnstar, and their relationship has fluctuated
Earth, he reclaimed his repaired suit and was offered Legion between platonic and romantic for quite some time.
membership as Wildfire.
Personality
In simple terms, Drake is the most brash and abra-
sive member of the Legion. He is aggressive
and totally without tact. His harsh personality
causes many Legionnaires to react negatively to
him, even though his words rarely indicate what
he truly feels. Drake even tends to be abrasive to
Dawnstar, for whom he harbors strong romantic
feelings, though for her he can sometimes tone
it down.
Allies
As a Legionnaire of
good standing, Drake
is able to call upon
his teammates and
their allies when
he needs assis-
tance.
Wonder Girl
Cassandra Sandsmarks mother, noted archeologist Dr. Hel-
ena Sandsmark, worked with Wonder Woman for a time in
Gateway City. The young Cassie idolized Wonder Woman,
and borrowed magical artifacts (the Gauntlet of Atlas and
the Sandals of Hermes) to aid her on several occasions, dis-
guising herself as Wonder Girl.
Cassie later received a boon from Zeus and asked for powers
of her own, which the Lord of Olympus granted. She even-
tually learned Zeus was her real father and that she was a
demigod.
14 10 8 4 7 1 2 3 Initiative +8
Magic Lasso +12 Ranged, +12 Grab
Powers
Unarmed +10 Close, Damage 14
Magic Lasso: Move Object 12, Ranged Damage 12 (lightning,
Requires Grab), Easily Removable (14 points) 22 points Defense
Soaring: Flight 10 (2,000 MPH) 20 points
Strength of Zeus: Enhanced Strength 3, Limited to Lifting Dodge 12 Fortitude 12
(Lifting Str 17) 3 points Parry 12 Toughness 12/10*
Wonder Woman
The goddesses of the Greek pantheon, led by Athena, res-
urrected the spirits of women who died by violence at the Real Name: Diana; Diana Prince (cover identity)
hands of men as the Amazons, a society of warrior women
devoted to the ideals of peace. After the Amazons were be-
Occupation: Ambassador, agent of the DMA
trayed and abused by the demigod Hercules, the goddesses Base: Washington, D.C.
created a new home for them on the hidden island of Themy-
scira, also known as Paradise Island.
Queen Hippolyta announced a tournament to choose the
Hippolyta, queen of the Amazons, longed for a child, not most skilled Amazon to bring Trevor back to Patriarchs
aware that her spirit was a woman who died while pregnant. World, but forbade Diana from entering, because she did
She prayed to the goddesses and received a vision to go to not wish to lose her. Diana disobeyed her mothers wishes,
the shore of Themyscira and fashion a child out of clay. Then entering the tournament in disguise. When Diana won and
the goddesses infused the clay with the spirit of Hippolytas revealed her true identity, Hippolyta had no choice but to
unborn child, blessing her with special powers and abilities. bow to Amazon tradition and the will of the gods. Dressed
The Amazon queen named her daughter in honor of Diana in ceremonial armor based on Diana Trevors W.A.C. em-
Trevor, a great heroine from the outside world who aided blems, and bearing the Lasso of Truth forged by Hephaestus
Themyscira in a time of need. from the Girdle of Gaea, Diana left Themyscira and brought
Col. Trevor back to the outside world. There she thwarted
When the mad god Ares wished to plunge the world into Ares plans to spark a new world war and became known as
war, he began by attempting to destroy Themyscira using a Wonder Woman.
diverted U.S. Air Force plane piloted by Colonel Steve Trevor,
Diana Trevors son. When Col. Trevor managed to eject from Since then, Diana has wholeheartedly adopted the role of
his plane, Princess Diana rescued him, making him the first Themysciras ambassador to Patriarchs World and a sym-
man on Themyscira. bol of hope for all, particularly women. Her Wonder Woman
Personality
Diana is best known for her loving and com-
passionate heart. Still, anyone who mistakes her
kindness for weakness is sorely mistaken, as Won-
der Woman has demonstrated on many occasions.
She is a fierce warrior, willing to do whatever needs
to be done, but she prefers negotiation and peaceful
solutions to violence.
Allies
Wonder Woman is a founding member of the Justice League
and can call on them for aid. Her Amazon little sisters Donna
Troy and Cassie (Wonder Girl) Sandsmark look up to Diana,
though even these relationships have had their ups and
downs. The same is true of Dianas relations with her sister
Amazons, though they generally hold their princess in high
regard.
Enemies
Wonder Womans foes include the immortal
sorceress Circe, and the Cheetah, who is em-
powered by ancient transformative magic.
She frequently has fought Villainy, Inc., a
gathering of female foes including Dr. Poison
16 14 10 8 14 2 4 6 Dodge 16 Fortitude 14
Parry 16 Toughness 14
Powers
Will 16
Bracelets of Victory: Impervious Toughness 10, Sustained,
Removable (2 points) 8 points Power Points
Magic Lasso: Move Object 16 Linked to Ranged Affliction 16
(Resisted by Will; Vulnerable, Compelled), Limited to Telling the Abilities 148 Skills 29
Truth, Limited Degree, Easily Removable (16 points) 22 points Powers 59 Defenses 20
Quick Change: Feature 1 (change into Wonder Woman as a
Advantages 17 Total 273
free action) 1 point
Speed of Hermes: Flight 11 (4,000 MPH) 22 points Complications
Strength of Gaia: Enhanced Strength 6, Limited to Lifting
(Lifting Str22; 100,000 tons) 6 points Enemies: Circe and the Cheetah.
Power Loss: In her Diana Prince identity, Wonder Woman has
Equipment
no powers and the abilities of an ordinary (if athletic and skilled)
Vehicle: Invisible Plane 44 points woman. Her Str and Sta are 3 and her Dex and Agl are 4.
Size: Huge Str: 20 Def: 6 Tou: 11 Features: Concealment 2 Responsibility: To Themyscira.
(visual), Flight 11
Secret Identity: Diana Prince, agent of the Department of
Advantages Metahuman Affairs
Dianas first and greatest foe was the war-god Ares, who is no
longer a threat to her or the world. However, various of Ares
offspring and creations, such as his daughter Eris, continue to
undermine peace in the world.
Steve Trevor
Colonel Steve Trevors mother, Diana Rockwell Trevor, was a
U.S. W.A.C. who crash-landed on Themyscira as the Amazons
fought to keep the doorway to the underworld there sealed.
She used her pistol to aid them at the cost of her own life,
making her an Amazon hero.
Etta Candy
Air Force Lieutenant Etta Candy served as Col. Steve Trevors
aide when Ares attempted to use him as his instrument
against the Amazons. She remained fiercely loyal to her boss
and helped to uncover the conspiracy of Ares worshippers
in the military-industrial complex. Steve and Etta realized ro-
mantic feelings for each other and later married.
Artemis
Artemis was born to the Bana-Migdhall tribe of Amazons. Artemis PL13 158 points
Even as a very young woman she protested her tribes plan
Abilities: Str 10 Sta 10 Agl 8 Dex 6 Fgt 13 Int 0 Awe 2 Pre 3
to go to war with the Amazons of Themyscira, a plan made
under the influence of the sorceress Circe. After years of exile Powers: Immunity 1 (Aging), Senses 1 (Mystic Awareness)
in a demon dimension as a result of Circes machinations, the Advantages: All-out Attack, Attractive, Defensive Roll 2,
Amazons were returned home. Having seen a vision of Won- Languages, Precise Attack (Close, Concealment), Ritualist
der Womans death, Hippolyta declared a new contest for the
Skills: Acrobatics 4 (+12), Athletics 8 (+18), Expertise: Magic
role, and rigged it so Artemis would win. Artemis served as
4 (+4), Expertise: Tactics 8 (+8), Insight 4 (+6), Intimidation 8
Wonder Woman and Themysciras emissary until a conflict
(+11), Perception 6 (+8), Ranged Combat: Bows 4 (+12), Stealth
with the White Magician resulted in her death, as Hippolyta
4 (+12), Treatment 2 (+2), Vehicles 2 (+8)
had foreseen.
Offense: Initiative +8, Sword +13 (Damage 13), Unarmed +13
Artemis fought her way out of hell to return to the world of (Damage 10)
the living, where she eventually became an ally of Princess Defense: Dodge 13, Parry 13, Fortitude 14, Toughness 12/10,
Diana, and mentor and teacher to Cassie Sandsmark (Wonder Will 11
Girl). She remains a high-ranking and influential Amazon and
one of their greatest warriors. Totals: Abilities 104 + Powers 2 + Advantages 7 + Skills 27 +
Defenses 18 = Total 158
The Young All-Stars plans. Time and again, wartime necessity pressed the Young
The Young All-Stars was one of several splinter groups from
the World War II team the All-Star Squadron, consisting of All-Stars into action. Most often, they clashed with the me-
several youthful mystery men, most of whom had been de- tahuman fascists known as Axis Amerika. There was hatred
nied full Squadron membership because of their age. Dyna- and bloodshed between the two squads, as Axis Amerika
Mite was the exception, but preferred the company of heroes member Der Fledermaus died during a face off between the
closer to his own age, especially his newfound friend Iron teams, and the Tigress nearly perished from a wound inflicted
Munro. The eighteen-year-old Munro came to the Squad- by the Axis Gundra. Though she survived, the bitter Tigress
rons attention after saving Dyna-Mite from the attack that left the Young All-Stars soon after.
killed his partner TNT. Fury had been rescued by Squadron
The Young All-Stars exploits became journeys of discovery
chairman Liberty Belle, and only became aware of her pow-
for many of its members. In far-flung adventurers that took
ers after an attack on the teams headquarters. Flying Fox and
the team around the globe, both Iron Munro and Neptune
Neptune Perkins had both lost parents in Nazi attacks, and
Perkins at long last learned the sources of their fantastic pow-
left their isolated homes to assist the Allied cause. The Tigress
ers. The remaining six Young All-Stars so distinguished them-
joined the team to be close to the object of her affections,
selves that they were welcomed into the All-Star Squadron as
Paul (Manhunter II) Kirk. Tsunami had only recently deserted
full members.
the Axis cause and could find no other team that would ac-
cept her. History does not record any subsequent adventures for the
former Young All-Stars, but some of the bonds forged be-
Initially, the Young All-Stars were restricted to home-front
tween the teammates lasted after V-J Day. Wartime sweet-
duties like war-bond rallies, but fascist agents had other
hearts Iron Munro and Fury entered into a short and unhappy
Base: New York City, NY during the Second World War Current Members: None
Former Members: Dyna-Mite, Flying Fox, Fury I, Iron Munro, Neptune Perkins, the Tigress II, Tsunami
Headquarters: The Trylon & Perisphere (See Vol. 1)
They were therefore also affiliated with the United States Advantages: All-out Attack, Connected, Defensive Roll,
Defensive Attack, Great Endurance, Improved Critical
government and with the Allied Nations. The Young All-Stars
(Unarmed), Power Attack, Takedown
even worked with some other mystery men from Allied
countries or those invaded by the Axis powers, including Rus- Skills: Athletics 4 (+7), Close Combat: Unarmed 9 (+11),
sia and China. Expertise: Chemistry 4 (+5), Stealth 5 (+7)
Offense Initiative +2, Dyna-Rings (Close, Cone Area Damage
Enemies 7), Unarmed +11 (Close, Damage 3, Crit. 19-20)
The Young All-Stars engaged various foreign agents and Defense: Dodge 9, Parry 9, Fortitude 7, Toughness 5/4*, Will 7
saboteurs throughout World War II, but their primary nemesis *Without Defensive Roll.
was Axis Amerika. Totals: Abilities 32 + Powers 11 + Advantages 8 + Skills 11 +
Defenses 23 = 85
Dyna-Mite Complications: Doing Good: Dan strives to honor his mentor
TNTs heroic example. Identity: Dyna-Mite keeps his identity
In the early 1940s, chemistry teacher Thomas N. Tex Thomas secret to protect his family. Power Loss: The two Dyna-Rings
and his prize pupil Daniel Dunbar accidentally absorbed tre- have to touch in order to trigger their power.
mendous amounts of chemical energy from an after-school
science experiment. Thomas designed a Dyna-Ring for each Flying Fox PL10 158 points
of them which, when touched together, triggered their stored
energy. They used their newfound powers battling criminals Abilities: Str 4 Sta 5 Agl 4 Dex 4 Fgt 7 Int 3 Awe 3 Pre 2
as TNT and Dyna-Mite. Tragically, in April 1942 TNT was killed Powers: Fox-Fur Cloak (Flight 6 (120 MPH), Immunity 1
in action against Axis saboteurs. (Cold), Removable (2 points)); Shamans Pouch (Array (Herbs
& Powders, 16 points), Removable (3 points): Flame Blast
Though distraught at the loss of his teacher, Dan discovered (Ranged Damage 8), AE: Disguise (Morph 2 (similarly-sized
that by wearing both Dyna-Rings he could activate his explo- men)), AE: Invisibility (Visual Concealment 4), AE: Illusion 8
sive powers alone. He vowed to continue TNTs fight against (Visual), AE: Translator (Comprehend 4, Languages)
Axis tyranny, and joined his new role model Iron Munro in the
Advantages: Agile Feint, Artificer, Chokehold, Defensive Roll 2,
Young All-Stars, serving heroically throughout World War II.
Evasion, Fast Grab, Great Endurance, Improved Grab, Improved
Dans postwar activities are unknown until recently, when he Hold, Improved Initiative, Language 1 (English), Power Attack,
reemerged as part of a group dubbed Old Justice, dedicated Quick Draw, Tracking
to outlawing underage costume heroes. Eventually, the ac- Skills: Acrobatics 7 (+11), Athletics 7 (+11), Close Combat:
complishments of Young Justice won Dans respect and he Unarmed 6 (+13), Expertise: Magic 7 (+10), Perception 6 (+9),
recanted his previous opposition. Ranged Combat: Flame Blast 8 (+12), Stealth 7 (+11), Treatment
4 (+7)
TNT Offense: Initiative +8, Flame Blast +12 (Ranged, Damage 8),
Unarmed +13 (Close, Damage 5)
Thomas N. Tex Thomas statistics are identical to Dyna-Mites
save for the following: PL8, Str 4, Agl 4, Dex 3, Fgt 4, Int 4, Defense: Dodge 13, Parry 13, Fortitude 9, Toughness 7/5*, Will
11 *Without Defensive Roll.
Awe 4, Pre 2, Close Combat: Unarmed 8 (+12), Expertise:
Chemistry 9 (+13), Expertise: Science 7 (+11), Technology 7 Totals: Abilities 64 + Powers 26 + Advantages 15 + Skills 26 +
(+11), Defensive Roll 3, Will 9, and Tex had the Inventor Ad- Defenses 27 = 158
vantage instead of Great Endurance. Complications: Responsibility: Flying Fox is dedicated to
fulfilling the mission of fighting the Axis given him by his tribes
Flying Fox shaman. Quirk: Flying Fox is still adjusting to the differences
between his primitive tribe and 1940s America.
It was a fight she ultimately lost, making her debut as the vil-
lainous Huntress in 1947. Later, she married her criminal com-
panion the Sportsmaster and became a member of the Injus-
tice Society. Their daughter Artemis follows in her mothers
footsteps as the third Tigress.
Tsunami
Race hatred in her native America against Nisei (Americans
born to immigrant Japanese parents) drove Miya Shimada to
use her powers serving Imperial Japan at the onset of World
War II, but the dishonorable actions of other Axis metahu-
mans (which led to her fathers death) eventually persuaded
her to switch sides. Americas other costumed mystery men
found it difficult to trust Miya after her membership in the
super-fascist Axis Amerika team, so she was relegated to serv-
ing in a grouping of probationary All-Star Squadron members
known as the Young All-Stars. Miya quickly proved her loy-
alty, and soon after was admitted as a full Squadron member.
The Tigress (Paula Books) PL8 136 points She served honorably throughout the war, but despite her
fervent appeals was unable to change the U.S. governments
Abilities: Str 4 Sta 5 Agl 4 Dex 4 Fgt 8 Int 2 Awe 3 Pre 4 Nisei internment policy.
Equipment: Crossbow Pistol (Ranged Damage 5)
After the war, she married her former Squadron teammate
Advantages: Accurate Attack, Agile Feint, Animal Empathy, Tsunami PL10 154 points
Neptune Perkins, but the relationship did not last. Miya gave
Defensive Attack, Defensive Roll 3, Equipment 2, Evasion, Hide birth to herStr
daughter, now4known as Deep
Abilities: 8 Sta 8 Agl Dex 3 Fgt 4 IntBlue,
2 Aweduring
2 Prethe
1
in Plain Sight, Improved Critical (Crossbow Pistol), Improved marriage, but later events revealed the real father was the
Disarm, Improved Grab, Improved Hold, Improved Initiative, Powers: Aquatic
Atlantean sorcerer(Immunity
Atlan. Miya4 (Aging,
is rarelyCold,
seenDrowning, High
these days, but
Improved Trip, Quick Draw, Tracking Pressure),
assists Movement
Aquaman when1 emergencies
(Environmental Adaptation Aquatic),
arise.
Swimming 9 (250 MPH)); Water Control (Perception Range
Skills: Acrobatics 8 (+12), Athletics 8 (+12), Close Combat:
Damaging Shapeable Area Move Object 10 (Limited to Water))
Unarmed 3 (+11), Insight 4 (+7), Investigation 4 (+6),
Perception 12 (+15), Ranged Combat: Crossbow Pistol 7 Advantages: Favored Environment (Aquatic), Languages 1
(+11), Sleight of Hand 9 (+13), Stealth 9 (+13), Technology 4 (Japanese)
(+6), Vehicles 6 (+10) Skills: Close Combat: Unarmed 8 (+12), Sleight of Hand 5 (+8),
Offense: Initiative +8, Crossbow Pistol +11 (Ranged, Damage Stealth 5 (+9)
5, Crit. 19-20), Unarmed +11 (Close, Damage 4) Offense: Initiative +4, Water Control (Damage 10), Unarmed
Defense: Dodge 8, Parry 8, Fortitude 8, Toughness 8/5*, Will 8 +12 (Damage 8)
*Without Defensive Roll. Defense: Dodge 10, Parry 12, Fortitude 12, Toughness 8, Will 8
Totals: Abilities 68 + Powers 0 + Advantages 19 + Skills 37 + Totals: Abilities 64 + Powers 55 + Advantages 2 + Skills 9 +
Defenses 12 = 136 Defenses 24 = 154
Complications: Thrills: Paula has always looked for Complications: Doing Good: Miya is not afraid to do whats
excitement. Quirk: Even before becoming a full-fledged super- right, even if it means standing alone. Identity: Miya kept her
villainess, Paula had a bit of bad girl in her. Relationship: After true identity secret during WWII. Prejudice: As a Japanese-
leaving Paul Kirk, Paula married Lawrence (the Sportsmaster) American during WWII, Miya faced that eras prejudices.
Crock and had a daughter, Artemis, who became the third Relationship: Miya was married to Neptune Perkins, and has
Tigress. Enemy: As the Huntress, Paula became an archenemy a metahuman daughter, Debbie (Deep Blue).
of Wildcat I.
Base: The Justice Cave (the JLAs old Secret Sanctuary loaned to the kids)
Standard Members: Arrowette, Empress, Robin, Impulse (Kid Flash), Secret, Superboy, Wonder Girl
Temporary Members: Batgirl, Beast Boy, CM3 (Captain Marvel, Jr.), Flamebird, Lagoon Boy, Lil Lobo, The Ray
Zatanna
Zatanna is the daughter of the stage magician Giovanni Zatanna has suffered a number of personal tragedies, includ-
(John) Zatara and Sindella, a sorceress of the Homo magi off- ing the death of her father, who sacrificed himself to save
shoot of humanity. She is a direct descendant of Leonardo da Zatannas life from the demonic Great Beast. His soul was
Vinci and related to many of the great magicians of history. trapped in Hell, and later Zatanna had to consign it to the
Raised by her father after her mothers disappearance, Zatan- oblivion of the abyss rather than allow the forces of Hell to
na learned from him the craft of stage magic, becoming a ca- use Zataras soul as a resource. She suffered a loss of confi-
pable illusionist. She also befriended the young Bruce Wayne, dence and with it her magical abilities. It took some time and
who studied stage magic and escapology with her father in effort for her to recover them both.
his years of training to become Batman.
Personality
Zatanna eventually awakened to her inherited mystic po-
tential. She learned to cast spells by speaking incantations Zatanna may be the most well-adjusted member of the
backwards, like her father. She initially used her powers to worlds mystical community. Despite various tragedies and
investigate her fathers disappearance. This brought her into setbacks, she retains both a sense of humor and a zest for
contact with several heroes, including Batman and Robin, life thats rare among magic-wielders. Her performance ca-
Hawkman and Hawkwoman, the Atom, Elongated Man and reer helps Zee keep things in perspective and she genuinely
Green Lantern. After assisting the Justice League on several enjoys showing off before an audience. She is no-nonsense
cases, Zatanna joined the team as a full member. when dealing with mystical threats, however, and quick to
remind them she has more than just card tricks up her sleeve.
During her time with the League, Zatanna used her magic
on several occasions to erase the memories of criminals Powers & Abilities
with dangerous knowledge about the team and its mem-
bers, particularly their civilian identities. This eventually led Zatannas magical powers are virtually limitless. Her primary
to a confrontation with Batman, and Zatanna erased his limitation is that she must speak most of her spells aloud,
memory of the incident, a choice that nearly destroyed their reciting the incantations backwards, though she has accom-
friendship. plished some minor feats of magic without speaking and
performed rituals using writing and other techniques. She
Advantages
Artificer, Attractive, Connected, Defensive Attack, Extraordinary
Effort, Fascinate (Expertise: Performance), Luck, Ritualist,
Teamwork
Skills
Deception 8 (+12), Expertise: Magic 12 (+15), Expertise (PRE):
Performance 8 (+12), Insight 8 (+12), Perception 6 (+10),
Persuasion 6 (+10), Ranged Combat: Magic 4 (+8), Sleight of
Hand 10 (+14), Treatment 4 (+7)
Offense
Initiative +2
Magic +8 Ranged, Damage 14 plus others
Unarmed +2 Close, Damage 0
Defense
Dodge 12 Fortitude 7
Parry 8 Toughness 2
Will 13
Power Points
Abilities 42 Skills 33
Powers 39 Defenses 30
Advantages 9 Total 153
Complications
Enemies: Zatanna has various mystical foes who consider her
a threat.
Guilt: Zatanna feels guilt over the death of her father, Zatara,
who sacrificed himself to save her.
Power Loss: Zatanna needs to speak aloud (and backwards)
to cast her spells.
is known for using enhanced forms of stage magic and mis- known and respected. She has a number of contacts among
direction, such as transforming an explosion into a burst of that community, some of them friends of her father she has
flower petals or a horde of demons into a flock of doves. known since childhood. She has had romantic relationships
with John Constantine and Dr. Thirteen in the past, and has
Zatanna inherited Zataras library of magical lore and col- known Bruce Wayne since before he began his career as Bat-
lection of occult artifacts, as well as his mansion Shadow- man. She has been a regular member of the Justice League
crest, visually located outside of Gotham City but actually and is their go-to expert on magic and the occult.
connected to a different dimension, which allows Zatannas
home to manifest in different places. She spends a great Enemies
deal of time in San Francisco as her home base when not
on the road. Zatannas role in the mystic community has earned her the
enmity of many practitioners of the dark arts. These include
Allies the Warlock of Ys and Brother Night. She also helped thwart
the rogue Time Tailor Zor and the Sheeda. Catwoman dislikes
Zee (as she is known to her friends) is among the most Zatanna, both for messing with her mind and as a potential
famous and powerful of the mystical community, widely rival for Batmans affections.
Zauriel
A guardian angel of the Eagle Host, Zauriel spent millennia
watching and protecting various women throughout history Real Name: Zauriel
until he chanced to fall in love with his charge. He also learned
of a plot, led by the King Angel Asmodel of the Bull Host, to Occupation: Guardian angel
overthrow the Presence. So he petitioned to be allowed to be Base: The Aerie, Los Angeles
with his mortal beloved and was cast out of Heaven, falling to
Earth near San Francisco. This allowed him the opportunity to
escape and warn others of Asmodels plot. Personality
Pursued by angels of the Bull Host, Zauriel found allies with True to his guardian-angel role, Zauriel is a protector at heart.
the Justice League, and helped them to repel the angelic in- He is kind and sympathetic, though he also has a keen wit
vasion of Earth. When things didnt work out with the woman and a unique point of view on human foibles.
he loved, Zauriel accepted an invitation to join the League
and served as a regular member, and regained the favor of Powers & Abilities
Heaven, being appointed their ambassador to the Earthly
realm to help guide and inspire. They granted him heavenly An embodied angel, Zauriel is stronger, tougher and faster
armor and weaponry, and his headquarters, the Aerie, float- than a human. He is a skilled warrior, and possesses angelic
ing above Los Angeles (the City of Angels). armor and a flaming sword forged in the foundries of the Fifth
Heaven. His sword can damage spiritual and immaterial enti-
Zauriel has remained an active defender against demonic and ties, cut through virtually anything and banish darkness and
mystical threats to humanity (including his old foe Asmodel) shadows. Zauriel retains the sonic flash of the Eagle Host, a
and sometime spiritual counselor to the heroic community. hypersonic scream which can disrupt the manifestation of
His guardian angel experience makes him both a staunch de- angelic entities. His angelic mind can also perceive more than
fender and a sympathetic listener. an ordinary mortals senses.
Defense
Dodge 12 Fortitude 12
Parry 12 Toughness 12/7*
Will 12 *Without Armor Protection.
Power Points
Abilities 88 Skills 21
Powers 70 Defenses 23
Advantages 10 Total 212
Complications
Angel: Zauriel is neither human nor mortal, and is sometimes
torn between his angelic nature and his admiration and
sympathy for humanity.
Under Heaven: Zauriels connections with the Eagle Host
of angels have led to his exile and reinstatement, and have
resulted in a wide varierty orders issued to him by the
Heavenly Host.
Allies
Zauriel has worked with many members of the Justice
League, particularly Wonder Woman and Aquaman (whom
he considers part of the Fish and Fowl Team, much to Aqua-
mans chagrin).
Enemies
Zauriel has the undying enmity of the fallen angel Asmodel
for thwarting his plans and consigning him to Hell. He has
also clashed with foes like Etrigan the Demon, the Blue Devil,
and Okeontis, an alien vampire-like fungus. Zauriel and the
Spectre have often been at odds, as one embodies divine
love, the other divine wrath.
Advantages
Accurate Attack, Agile Feint, All-out Attack, Assessment,
Chokehold, Defensive Roll 6, Equipment, Evasion, Fast Grab,
Improved Hold, Move-by Action, Power Attack, Precise Attack
(Close; Concealment), Quick Draw
Skills
Acrobatics 8 (+13), Athletics 8 (+12), Close Combat: Knives
7 (+15), Deception 7 (+10), Expertise: Business 8 (+12),
Intimidation 6 (+9), Perception 6 (+10), Persuasion 4 (+7),
Sleight of Hand 8 (+13)
Offense
Initiative +5
Knives +15 Close, Damage 5, Crit. 19-20
Unarmed +8 Close, Damage 4
Defense
Dodge 10 Fortitude 8
Parry 10 Toughness 10/4*
Will 8 *Without Defnsive Roll.
Power Points
Abilities 74 Skills 31
Powers 0 Defenses 15
Advantages 19 Total 139
Complications
Compulsive Scarring: Victor must carve a notch into his skin
for each victim he kills.
Serial Killer: Zsasz is a serial killer dedicated to freeing others
from their pointless existance.
This archetype represents most horses. Heavier workhorses Snake, Constrictor PL4 MR2
have +1 Str. Trained war-horses have higher Fgt or Close
Str 3 Sta 1 Agl 2 Dex 0 Fgt 3 Int 5 Awe 1 Pre 4
Combat skill. Exotic winged horses (like the mythical Pegasus)
have Flight with the Wings modifier. Characters use Athletics Powers: Movement 1 (Slithering), Protection 2, Senses 2
to ride horses, unless the GM wishes to require an Expertise: (Infravision, Acute Smell). Advantages: Improved Grab. Skills:
Riding skill. Athletics 6 (+9), Perception 8 (+9), Stealth 8 (+10). Offense: Init
+2, Attack +3 (Close, Damage 3). Defenses: Dodge 5, Parry 5,
Fortitude 4, Toughness 3, Will 3. Totals: Abilities 2 + Powers 6 +
Insect Swarm PL3 MR1 Advantages 1 + Skills 11 + Defenses 10 = Total 30 points.
Str * Sta 0 Agl 3 Dex 2 Fgt 0 Int Awe 0 Pre
Powers: Burst Area Affliction 3 (Resisted by Fortitude; Dazed, Snake, Viper PL4 MR3
Stunned, Incapacitated), Insubstantial 2 (swarm, Permanent,
Str 3 Sta 0 Agl 3 Dex 0 Fgt 3 Int 5 Awe 1 Pre 4
Innate), Flight 2 (8 MPH). Offense: Init +3, Burst Area Affliction
(Fortitude DC 13). Defenses: Dodge 3, Parry 0, Fortitude Powers: Movement 1 (Slithering), Senses 2 (Infravision,
0, Toughness 0, Will . Totals: Abilities 18 + Powers 21 + Acute Smell), Shrinking 8 (Permanent, Innate), Weaken
Advantages 0 + Skills 0 + Defenses 0 = Total 3 points. Stamina 4 (Progressive, Linked to Strength Damage, venom).
Advantages: Benefit 1 (Athletics based on Agility). Skills:
*No effective Strength due to Insubstantial effect
Athletics 4 (+7), Perception 7 (+8), Stealth 3 (+14). Offense:
Init +3, Attack +3 (Close, Damage 3 plus Weaken). Defenses:
Rather than a single creature, this archetype is a swarm of tiny
Dodge 7, Parry 7, Fortitude 2, Toughness 2, Will 3. Totals:
insects, represented as a single entity. The swarm is immune
Abilities 10 + Powers 33 + Advantages 1 + Skills 7 + Defenses
to direct physical attack, although area effects and energy
6 = Total 37 points.
attacks still work against it. It attacks by engulfing targets
and using its Affliction, which represents numerous stings or This archetype represents a wide variety of small, poisonous
bites. Targets Immune to Fortitude effects or with any rank snakes: asps, cobras, rattlesnakes, vipers, and so forth. Feel
of Impervious Toughness can ignore the swarms attack. An free to vary the venom effect to suit the particular breed, in-
insect swarm that is incapacitated is dispersed. cluding using or adding an appropriate Affliction.
For non-flying insects, remove the swarms Flight. For unusual
swarms like undead or robotic insects, remove the swarms
Stamina and give it Immunity to Fortitude Effects.
Animated Tree PL8 MR2 Gargoyles are demonic-looking creatures with stony hides.
They may be animated from actual statues on the spur of the
Str 8 Sta 8 Agl 2 Dex 0 Fgt 4 Int Awe 0 Pre moment or stone-like creatures that simply look like medi-
Powers: Extra Limbs 4 (Branches), Growth 8 (Permanent, eval gargoyles. Gargoyles that are true unliving constructs
Innate), Immunity 2 (Suffocation). Advantages: Improved have no Stamina rank, Immunity to Fortitude Effects and Pro-
Grab. Offense: Init 2, Attack +4 (Close, Damage 8). Defenses: tection 6 for their Toughness bonus.
Dodge 0, Parry 4, Fortitude 8, Toughness 8, Will . Totals:
Abilities 16 + Powers 23 + Advantages 0 + Skills 0 + Defenses Giant Flytrap PL9 MR2
10 = Total 17 points.
Str 9 Sta 9 Agl 0 Dex 0 Fgt 6 Int Awe 0 Pre
This archetype represents a full-grown tree able to uproot it-
Powers: Extra Limbs 4 (Vines), Growth 9 (Permanent, Innate).
self and move about using its branches and roots. Animated
Advantages: Improved Grab. Offense: Init +0, Attack +6 (Close,
trees are common minions for plant-controlling characters or Damage 9). Defenses: Dodge 0, Parry 6, Fortitude 9, Toughness
those with nature-based powers. 9, Will . Totals: Abilities 8 + Powers 23 + Advantages 0 +
Skills 0 + Defenses 8 = Total 23 points.
Blob PL8 MR3
This archetype is a giant version of the normally innocuous
Str 8 Sta 8 Agl 0 Dex 4 Fgt 4 Int Awe 0 Pre insect-eating plant, a popular minion for plant-controlling
Powers: Reaction Damage 5 (When Touched), Growth 8 villains. Even larger and more powerful versions are possible
(Permanent, Innate), Insubstantial 1 (Permanent, Innate), with additional ranks of Growth.
Movement 1 (Slithering). Advantages: Improved Grab,
Improved Hold. Offense: Init +0, Attack +4 (Close, Damage Giant Insect PL6 MR1
8, plus Reaction Damage 5). Defenses: Dodge 0, Parry 4,
Fortitude 8, Toughness 8, Will . Totals: Abilities 20 + Powers Str 4 Sta 4 Agl 1 Dex 1 Fgt 3 Int Awe 0 Pre
45 + Advantages 2 + Skills 0 + Defenses 8 = Total 35 points. Powers: Growth 4 (Permanent, Innate), Movement 2 (Wall-
Crawling 2), Protection 1, Senses 4 (Darkvision, Acute Smell,
This archetype is a slithering blob of acidic ooze. It might
Tracking). Skills: Perception 6 (+6). Offense: Init +1, Bite +3
be an escaped scientific experiment, a primordial creature
(Close, Damage 4). Defenses: Dodge 3, Parry 3, Fortitude
from the dawn of life on Earth, an alien visitor, or demonic 6, Toughness 5, Will . Totals: Abilities 14 + Powers 18 +
hellspawn. Larger and more powerful blobs are possibly by Advantages 0 + Skills 3 + Defenses 8 = Total 15 points.
adding additional ranks of Growth.
Various sorts of giant insects appear as a result of scientific
Dragon PL9 MR6 experiments, mutagens (like radiation or biochemicals), or
as visitors from alien worlds. This archetype is a baseline gi-
Str 12 Sta 12 Agl 0 Dex 0 Fgt 6 Int 2 Awe 1 Pre 1 ant insect. Add appropriate effects for particular types of
Powers: Ranged Damage 12 (Fiery breath), Flight 6 (120 MPH; insects, such as Flight (Winged) for flying insects, Affliction
Wings), Growth 12 (Permanent, Innate), Protection 3 (Scales). or Weaken effects for venomous insects, and snare Affliction
Skills: Perception 4 (+5), Ranged Combat: Fiery Breath 6 (+6). effects for web-spinning insects. For even bigger creatures,
Offense: Init +0, Bite and Claw +6 (Close, Damage 12), Fiery add ranks of Growth. In spite of the name, this archetype
Breath +6 (Ranged, Damage 12). Defenses: Dodge 3, Parry 3, also serves for giant arachnids like spiders and scorpions as
Fortitude 12, Toughness 15, Will 6. Totals: Abilities 8 + Powers well.
58 + Advantages 0 + Skills 5 + Defenses 17 = Total 88 points.
Adept ninja are solid mid-tier minions with fairly high com-
bat accuracy and impressive stealth and acrobatic abilities for
their power level.
Str 1 Sta 1 Agl 2 Dex 2 Fgt 2 Int 0 Awe 1 Pre 0 The robot minions given here are non-intelligent, only ca-
Equipment: Sword (Strength-based Damage 3), Shuriken pable of carrying out specific programmed instructions and
(Ranged Multiattack Damage 1). Advantages: Defensive orders, such as guard this installation against anyone who
Roll, Equipment 2, Improved Initiative. Skills: Acrobatics 6 does not know the password or attack! More sophisticated,
(+8), Athletics 5 (+6), Deception 4 (+4), Expertise: Ninja Lore intelligent robots are better handled as individual characters,
4 (+4), Intimidation 4 (+4), Perception 4 (+5), Ranged Combat: though an interesting twist would be to have one of a villains
Throwing 3 (+5), Sleight of Hand 4 (+6), Stealth 6 (+8). Offense: robot minions unexpectedly develop sentience (adding Intel-
Init +6, Sword +2 (Close, Damage 4), Shuriken +5 (Ranged, lect and Presence ranks to the archetype).
Multiattack Damage 1), Unarmed +4 (Damage 1). Defenses:
Dodge 5, Parry 5, Fortitude 3, Toughness 2/1 (without Defensive The archetype offers a basic model you can modify to suit ro-
Roll), Will 3. Totals: Abilities 18 + Powers 0 + Advantages 4 + bots with particular tasks. Common add-ons include sensor
Skills 20 + Defenses 8 = Total 50 points. packages providing Senses, special Movement capabilities or
Flight, and other weapons systems, typically as Alternate Ef-
Novice ninja are essentially themed thugs, primarily note- fects of the built-in weapons package.
worthy for their stealth abilities, which make them good at
infiltration and surprise.
Small robots tend to have non-humanoid forms, more often The archetypes equipment represents just their essential
insect-like or snake-like, perhaps resembling quadrupeds weapons and armor. Assign additional equipment as needed
such as cats or dogs. They may be intended for scouting or for particular missions, including different weapons, as ap-
maintenance work, re-tasked to serve as attack drones. propriate.
Powers: Immunity 30 (Fortitude Effects), Protection 10 Equipment: Body Armor (Protection 4), Assault Rifle (Ranged
(Impervious 6). Advantages: Close Attack 5. Offense: Init 1, Multiattack Damage 5), Heavy Pistol (Ranged Damage 4).
Unarmed +5 (Close, Damage 5). Defenses: Dodge 0, Parry 0, Advantages: Equipment 6. Skills: Athletics 2 (+3), Expertise:
Fortitude , Toughness 10, Will . Totals: Abilities 24 + Powers Soldier 2 (+2), Perception 2 (+2), Ranged Combat: Guns 2
46 + Advantages 5 + Skills 0 + Defenses 1 = Total 28 points. (+3). Offense: Init +1, Pistol +3 (Ranged, Damage 3), Rifle +3
(Ranged, Multiattack Damage 5), Unarmed +3 (Close, Damage
The stock robot is usually humanoid. Some are androids, 1). Defenses: Dodge 3, Parry 3, Fortitude 3, Toughness 5
designed to look like humans, while others are more clearly (1 without armor), Will 2. Totals: Abilities 14 + Powers 0 +
mechanical. Theyre slow moving, but quite tough, compared Advantages 6 + Skills 4 + Defenses 6 = Total 30 points.
to most minions. Some robots may be equipped with built-
in ranged weapons (guns or blasters), giving them Ranged The green soldier is newly trained, but still capable, particu-
Damage 5 and Ranged Combat 6 skill with them, increasing larly with the benefits of modern weapons and armor.
cost by 13 points and making them rank 3 Minions.
Krypto, the Super-Dog PL12 243 points Streaky, the Super-Cat PL10 185 points
Abilities: Str 14 Sta 14 Agl 4 Dex 0 Fgt 6 Int -1 Awe 3 Pre 3 Abilities: Str 10 Sta 10 Agl 5 Dex 0 Fgt 4 Int -3 Awe 2 Pre 1
Powers: Dog (Shrinking 3, Innate, Normal Strength, Powers: Cat (Movement 1 (Safe Fall); Shrinking 6, Innate,
Permanent); Flight (Flight 15 (64,000 MPH)), AE: Fast (Speed Normal Strength, Permanent); Flight (Flight 15 (64,000 MPH)),
15 (64,000 MPH), Quickness 6, Stacks with Superspeed); Heat AE: Fast (Speed 16 (64,000 MPH*), Quickness 6, Stacks with
Vision (Ranged Damage 14); Invulnerability (Impervious Superspeed); Invulnerability (Impervious Toughness 10;
Toughness 14; Immunity 10 (Life Support)); Super-Bite Immunity 10 (Life Support)); Super-Claws (Strength-based
(Strength-based Damage 1); Super-Senses (Senses 18 (Acute Damage 2); Super-Senses (Senses 15 (Acute and Extended
and Extended Hearing, Acute and Extended Smell, Extended Hearing, Extended Vision 3, Infravision, Microscopic Vision 4,
Vision 3, Infravision, Microscopic Vision 4, Ultra-Hearing, Ultra-Hearing, Vision Penetrates Concealment (except lead)));
Tracking, Vision Penetrates Concealment (except lead))); Super-Speed (Quickness 8); Super-Strength (Enhanced
Super-Speed (Quickness 8); Super-Strength (Enhanced Strength 3, Limited to Lifting (lifting Str 13; 200 tons))
Strength 4, Limited to Lifting (lifting Str 18; 6,000 tons))
Advantages: Defensive Attack, Defensive Roll 2, Favored Foe
Advantages: All-out Attack, Close Attack, Interpose, Power (Mice), Improved Initiative
Attack, Startle, Ultimate Effort (Toughness checks)
Skills: Acrobatics 5 (+10), Athletics 7 (+17), Close Combat:
Skills: Athletics 8 (+22), Close Combat: Super-Bite 2 (+8), Super-Claws 4 (+8), Perception 6 (+8), Purr-suasion 5 (+6),
Intimidation 5 (+8), Perception 9 (+12), Ranged Combat: Heat Stealth 2 (+13*)
Vision 8 (+8)
Offense: Initiative +9, Super-Claws+8 (Close, Damage 12),
Offense: Initiative +4, Bite +9 (Close, Damage 15), Heat Vision Unarmed +4 (Close, Damage 10)
+8 (Ranged, Damage 14), Unarmed +6 (Close, Damage 14)
Defense: Dodge 10*, Parry 10*, Fortitude 10, Toughness
Defense: Dodge 10*, Parry 10*, Fortitude 14, Toughness 14, 12/10**, Will 4 *Includes Shrinking modifiers. **Without
Will 6 *Includes Shrinking modifiers. Defensive Roll.
Totals: Abilities 86 + Powers 124 + Advantages 6 + Skills 16 + Totals: Abilities 58 + Powers 100 + Advantages 5 + Skills 15 +
Defenses 11 = 243 Defenses 7 = 185
Complications: Canine Limitations: Krypto is a powerful, Note: Streakys Purr-suasion Skill functions like Persuasion
smart dog but hes still a dog. He cant talk, has no opposable thats not useful for complex negotiations. It mostly gets him
thumbs and follows his animal instincts. Bad Dog!: Krypto is affection and lets him get out of trouble.
fiercely protective of Superman and his family. He often reacts
Complication: Feline Limitations: Unlike Krypto, Streaky
violently when his loved ones are in danger. Good Dog!:
doesnt possess the boosted intellect common to Kryptonian
Krypto is extremely loyal and devoted. He also likes kids and
animals. While he can rip the wings off a jetliner, he generally
is generally good-natured. Kryptonian: Krypto is vulnerable
behaves like an Earth feline, albeit a fairly bright one.
to magic, red-sun radiation, and kryptonite just like Superman.
Nekron X 74 Mongul 13 67
Orion 14 91 Metamorpho 12 50
294 Appendix
Andre Nutter (order #3338244) 1
Heroes & Villains by Power Level
Name POwer level Page Name POwer level Page
StarMan (Thom Kallor) 12 201 Tattooed Man 11 223
Zoom 12 14 Duploid 10 72
Magenta 11 32 Halo 10 95
Appendix 295
Andre Nutter (order #3338244) 1
Heroes & Villains by Power Level
Name POwer level Page Name POwer level Page
Offspring 10 109 Tyroc 10 20
296 Appendix
Andre Nutter (order #3338244) 1
Heroes & Villains by Power Level
Name POwer level Page Name POwer level Page
Rex, the Wonder Dog 8 293 Vanguard 7 169
Neron X 77 Lobo 13 22
Monarch 17 65 Mongul 13 67
Appendix 297
Andre Nutter (order #3338244) 1
Villains by Power Level
Name POwer level Page Name POwer level Page
Starman (Ted Knight) 12 198 The Mist (Unknown) 10 57
298 Appendix
Andre Nutter (order #3338244) 1
A Fury................................................................................ 272
Index
Helena Kosmatos...............................................272 M
Abby Holland............................................................. 222
Machiste...................................................................... 260
Ace Android II............................................................ 150 G Madame Xanadu................................................. 3132
Ace III............................................................................. 150
Gabriels Horn............................................................ 226 Magenta.................................................................. 3233
Alpha................................................................................10
Gargoyle...................................................................... 287 Magog..................................................................... 3335
Amanda Waller................................................ 209210
Giant Animated Tree............................................... 112 Major Disaster....................................................... 3536
Ampa Nnn................................................................... 183
Giant Flytrap............................................................... 287 Major Force............................................................ 3637
Animated Tree........................................................... 287
Giant Insect................................................................. 287 Mallow.......................................................................... 184
Aquagirl............................................................. 229230
Girder............................................................................ 146 Man-Bat................................................................... 3839
Arkillo............................................................................ 183
Gold.......................................................................... 4748 Manhunter (Kirk DePaul).................................. 3940
Arrowette.................................................................... 276
Goon............................................................................. 290 Manhunter (Paul Kirk)................................................40
Artemis......................................................................... 269
Grace........................................................................ 9495 Manhunters........................................................... 4243
Manuhunter (Kate Spencer)............................ 4142
B Mariah........................................................................... 260
H Martian Manhunter............................................ 4445
Bat.................................................................................. 282
Bear................................................................................ 282 Haasp the Hunter..................................................... 184 Max Mercury.................................................................46
Bedovian...................................................................... 183 Halo.......................................................................... 9596 Maxwell Lord......................................................... 2425
Belle Reve.................................................................... 209 Herd Animal............................................................... 283 Mercury...........................................................................48
Black Alice................................................................... 165 Highmaster Manhunter............................................43 Mercy...............................................................................29
Blob............................................................................... 287 Hippolyta..................................................................... 270 Merlyn..................................................................... 1112
Bodyguard.................................................................. 290 Hitman.......................................................................... 290 Metallo.................................................................... 4950
Bombshell......................................................... 230231 Horse............................................................................. 283 metal Men.............................................................. 4749
Borialosaurus............................................................. 183 House of Cards.......................................................... 149 Metamorpho......................................................... 5052
Bouncing Boy................................................................15 House of Secrets....................................................... 162 Mind-Controlled Zombie....................................... 291
Brachiosaurus............................................................ 286 Miri................................................................................. 194
Bronze Tiger...................................................................13 I MIrror Master........................................................ 5254
MIss Martian.......................................................... 5455
Brother Eye....................................................................86
Bulleteer............................................................. 168169 Indigo...................................................................... 9697 Mister Mind........................................................... 5960
Butcher, the................................................................ 136 Insect Swarm.............................................................. 283 Mister Miracle....................................................... 6061
Iron...................................................................................48 Mister Terrific (Michael Holt)........................... 6364
Iron Munro........................................................ 272273 Mister Terrific (Terry Sloane)....................................64
C Mist, the.................................................................. 5557
Cassandra Cain.............................................................13 J Nash.................................................................5556
Unknown................................................................57
Cat.................................................................................. 282
Crocodile..................................................................... 282 Jack II................................................................... 150151 Monarch.................................................................. 6566
Cult Acolyte................................................................ 284 Jason Todd.................................................................. 145 Mon-El.............................................................................16
Cult Adept................................................................... 284 Java...................................................................................52 Mongul.................................................................... 6768
Cult Initiate................................................................. 284 Jeanette............................................................. 162163 Monkey........................................................................ 283
Cult Master.................................................................. 284 Jennifer Morgan........................................................ 259 Mordru.................................................................... 6970
Jimmy Olsen............................................................... 219 Morgaine le Fey.................................................... 7071
Mr. Mxyzptlk.......................................................... 6263
D K Mr. Freeze............................................................... 5859
Damian Wayne.......................................................... 145 Multiplex................................................................. 7172
David Cain.............................................................. 1011 Karu-Sil......................................................................... 184 Murmur................................................................... 7374
Deinonychus.............................................................. 286 Kent, Jonathan.......................................................... 220 Murr the Melting Man............................................ 184
Demon, Brute............................................................. 285 Kent, Martha............................................................... 220
Demon, Imp............................................................... 285 Kid Eternity................................................................. 231
King II............................................................................ 151
N
Demon, Tempter....................................................... 285
Demon, Warrior......................................................... 285 King Shark................................................................... 163 Nekron..................................................................... 7475
Despotellis.................................................................. 183 Kiriazis........................................................................... 184 Nemesis.................................................................. 7576
Detective Chimp............................................. 173174 Klarion.......................................................................... 170 Neptune Perkins....................................................... 273
Devildog...................................................................... 184 Knockout........................................................... 164165 Neron...............................................................................77
Dex-Starr...................................................................... 136 Krypto........................................................................... 292 New Gods, the..............................................................78
Dick Grayson.............................................................. 145 Kryptonite..........................................................114, 218 Nightmaster............................................................... 174
Doctor Moon.................................................................11 Kyle Abbot.....................................................................13 Nightshade............................................................ 7980
Dog................................................................................ 282 Nightwing.............................................................. 8182
Dragon......................................................................... 287 L Ninja Adept................................................................. 288
Dwarfstar..................................................................... 162 Ninja Master............................................................... 288
Lady Shiva............................................................ 89, 13 Ninja Novic.................................................................. 288
Dyna-Mite................................................................... 271
Larfleeze, Agent Orange...........................................90
E
Lead..................................................................................48
League of Assassins............................................ 1013
O
Elephant....................................................................... 283 Legion Cruiser...............................................................15 Oberon............................................................................61
Empress.............................................................. 276277 Legion Headquarters.................................................15 Oblivion Bar, the....................................................... 173
Etta Candy................................................................... 269 Legion of Super-Heroes.................................... 1420 Obsidian..........................................................................83
Everyman Project........................................................29 Lex Luthor.............................................................. 2729 Ocean Master........................................................ 8485
Lightning Lad................................................................20 Offspring...................................................................... 109
Lightray...........................................................................79 O.M.A.C.
F Lobo......................................................................... 2223 O.M.A.C. Cyborgs..................................................86
Fatality.......................................................................... 194 Lois Lane............................................................ 218219 O.M.A.C. (Earth-51)..............................................87
Faust.................................................................................94 Looker...................................................................... 9697 Onyx.................................................................................13
Feena Sik...................................................................... 184 Lord Satanus......................................................... 2627 Oracle....................................................................... 8788
Flying Fox.................................................................... 271 Low................................................................................ 184 Orange Lantern Construct.......................................90
Forerunner............................................................. 6667 Luthors Warsuit...........................................................28 Orange Lantern Corps....................................... 8990
Frankenstein..................................................... 169170 Orion........................................................................ 9192
Index 299
Andre Nutter (order #3338244) 1
Outsiders, the........................................................ 9398 Scivor............................................................................ 184 Thug.............................................................................. 290
Owl................................................................................ 283 Secret.................................................................. 276277 Thugs............................................................................ 290
Secret Six........................................................... 161165 Thunder..........................................................................98
P Secret Society of Super-Villains................. 166167
Sensor Girl.............................................................. 1819
Tigress................................................................. 273274
Paula Books............................................... 273274
Parademon................................................................. 165 Seven Soldiers of Victory............................. 167170 Timber Wolf................................................................ 237
Parallax......................................................................... 184 Shade.................................................................. 171172 Tin.....................................................................................49
Parasite.................................................................... 9899 S.H.A.D.E....................................................................... 152 Tinder............................................................................ 261
Peacemaker.........................................................99100 Shadow Lass.......................................................... 1819 Titans............................................................................. 227
Penguin.............................................................. 101102 Shadowpact..................................................... 172174 Titans Compound.................................................... 227
Per Degaton..................................................... 103104 Shadow Thief............................................................. 175 Titans East................................................................... 227
Phantom Girl......................................................... 1617 Shakira................................................................ 260261 Titans L.A..................................................................... 227
Phantom Stranger.......................................... 105106 Shark............................................................................. 176 Titans Lair.................................................................... 227
PIed Piper.......................................................... 106107 Shining Knight Titans Liberty Island Base...................................... 227
Plastic Man........................................................ 107109 Sir Justin...............................................................177 Titans Tower............................................................... 228
Plastique...................................................................... 110 Ystina........................................................... 167169 Titans Tower II............................................................ 228
Platinum................................................................. 4849 Shrapnel....................................................................... 178 Titans Tower III........................................................... 228
Plunder......................................................................... 146 Shrinking Violet............................................................19 Titans West.................................................................. 227
Poison Ivy.......................................................... 111112 Silver Banshee........................................................... 179 T-Jet............................................................................... 229
Polar Boy.........................................................................17 Silver Swan.................................................................. 180 TNT................................................................................. 271
Power Girl.......................................................... 113114 Simon Stagg..................................................................52 T.O. Morrow...................................................... 222223
Prankster, the............................................................. 115 Sinestro.............................................................. 181182 Top, the........................................................................ 147
Predator, the............................................................... 194 Sinestro Corps.................................................. 183184 Toyman............................................................... 238239
Professor Amos Fortune........................................ 150 Sinestro Corpsman.................................................. 184 Traci Thirteen................................................... 240241
Professor Ivo............................................................... 116 Siren.............................................................................. 185 Trickster.............................................................. 241242
Prometheus...................................................... 117118 Skeleton....................................................................... 291 Trident................................................................ 243244
Prudence........................................................................12 Slushh........................................................................... 184 Trigon the terrible.......................................... 244245
Psycho-Pirate................................................... 119120 Snake, Constrictor.................................................... 283 Troy, Donna...................................................... 245246
Pteranodon................................................................. 286 Snake, Viper................................................................ 283 T-Spheres........................................................................64
Solar Tower................................................................. 227 T-Submarine............................................................... 229
Q Soldier.......................................................................... 290 Tsunami........................................................................ 274
Soldier, Elite................................................................ 290 T-Wing.......................................................................... 229
Queen Bee........................................................ 120121 Soldier, Green............................................................ 289 Two-Face............................................................ 247248
Queen II.............................................................. 151152 Soldier, Veteran......................................................... 290 Tyrannosaurus Rex................................................... 286
Question, the Solomon Grundy............................................ 186187 Tyroc.................................................................................20
Renee Montoya......................................... 123124 Sorrow, Johnny................................................ 187188
Vic Sage...................................................... 121122 Spectre............................................................... 189190
Speedy.......................................................................... 191
U
R Squid, Giant................................................................ 284 Ubu................................................................................ 127
Starfire................................................................ 195196 Ultra Boy............................................................ 248249
Rag Doll.............................................................. 163164 Stargirl................................................................ 196197 Ultra-Humanite............................................... 249250
Peter Merkel, Jr.......................................... 163164 S.T.A.R. Kilotrax.......................................................... 228 Uncle Sam......................................................... 251252
Ragman.............................................................. 124125 Starman.............................................................. 198202 Undead........................................................................ 291
Ranx the Sentient City............................................ 184 David Knight............................................. 200201 USS Argus.................................................................... 227
Rs al Ghl........................................................ 125127 Jack Knight................................................ 199200
Rat.................................................................................. 283
Ravager.............................................................. 128129
Mikaal Tomas............................................ 200201 V
Ted Knight.................................................. 198199
Raven.................................................................. 129131 Thom Kallor............................................... 201202 Vandal Savage................................................. 252254
Ray, the............................................................... 131132 Starrophytes............................................................... 204 Vanguard..................................................................... 169
Red Devil..................................................................... 133 Starro the Conqueror.................................... 203204 Vaporlock.................................................................... 207
Red Hood........................................................... 134135 Star Sapphire.................................................... 192193 Vigilante............................................................. 254256
Red Lantern Corps......................................... 135136 Star Sapphires.................................................. 193194 Greg Saunders.......................................... 254255
Red Robin.......................................................... 136137 Steel..................................................................... 205207 Others......................................................... 255256
Red Star........................................................................ 138 Stegosaurus................................................................ 286 Vixen................................................................... 256257
Red Tornado..................................................... 139140 Steve Trevor...................................................... 268269
Reverse-Flash............................................................. 140
Rex the Wonder Dog............................................... 293
Streaky.......................................................................... 293 W
S.T.R.I.P.E....................................................................... 197
Richard Dragon............................................... 122123 Suicide Squad.................................................. 208210 Warlocks Daughter.................................................. 174
Rick Flag....................................................................... 210 Suicide Squadron..................................................... 209 Warlord............................................................... 258259
RIddler, the........................................................ 142143 Sun Boy........................................................................ 211 Weather Wizard............................................... 262263
Robin................................................................... 143145 Superboy........................................................... 212213 Whisper Adaire............................................................13
Robot, Colossal.......................................................... 289 Supergirl............................................................ 214215 White Ghost........................................................... 1213
Robot, Large............................................................... 289 Superman.......................................................... 216218 Wildcat............................................................... 263264
Robot, Medium......................................................... 289 Swamp Thing................................................... 220222 WIldfire............................................................... 264265
Robot, Small............................................................... 289 Will Magnus...................................................................47
Rogues, the....................................................... 145147 Winged Victory.......................................................... 177
Romat-Ru..................................................................... 184 T Wonder Girl...................................................... 265266
Roulette............................................................. 148149 Talia............................................................................... 127 Wonder Woman.............................................. 266268
Royal Flush Gang............................................ 149152 Tara................................................................................ 261
Tar Pit.................................................................. 146147 Y
S Tattooed Man................................................... 223224
Young All-Stars................................................ 270274
T-Barge......................................................................... 228
Sabbac.......................................................................... 153 Technocrat............................................................. 9798 Young Justice................................................... 275277
Saint Walker...................................................... 154155 Teekl.............................................................................. 170
Sandman........................................................... 155158
Sanderson Hawkins................................. 155156
Teen Titans........................................................ 225232 Z
Tekik.............................................................................. 184
Wesley Dodds......................................................157 Ten II.............................................................................. 152 Zachary Zatara........................................................... 232
Sandy............................................................................ 156 Terra..................................................................... 232234 Zatanna.............................................................. 277279
Sapphire Stagg.............................................................52 Terra-Man.................................................................... 235 Zauriel................................................................. 279280
Saturn Girl......................................................... 158159 Terror Titans................................................................ 227 Zombie......................................................................... 291
Scandal Savage......................................................... 164 T-Helicopter................................................................ 228 Zoom............................................................................. 141
Scarecrow.......................................................... 160161 Thorn............................................................................. 236 Zsasz, Victor................................................................ 281
300 Index
Andre Nutter (order #3338244) 1
License
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Andre Nutter (order #3338244) 1
Super Power Your Game!
Mutants & Masterminds
Gamemasters Guide
While Mutants & Masterminds players create heroes, the
Gamemaster creates the villains, the adventures, and the
entire world where the series takes place. That can be a
lot of work, but the Mutants & Masterminds Gamemas-
ters Guide is here to help you. This book has everything
a M&M Gamemaster needs, from guidelines on creating
challenges and adventures to advice on designing your
own setting and series. The Gamemasters Guide includes
guidance on how to set up and run your game and to
help your players create the best heroes, archetypes that
make building villains easy, world building tips, and op-
tions for modifying the game to suit your groups play
style. The Mutants & Masterminds Gamemasters Guide is
a must-have resource for new and experienced GMs alike
and the ideal companion volume to the Heros Handbook.
224 page full color softback. MSRP: $32.95.
O nly fools now deny that a new Blight is upon Thedas. It rises in the south in the land
of Ferelden. By cunning strategy or cruel fate, Ferelden is where the Grey Wardens are
weakest. Now new heroes must make their names. New Grey Wardens must fill the orders
dwindling ranks. Will you answer the call and carry the duty that cannot be foresworn?
The Dragon Age RPG has been called the best introduction to roleplaying in 30 years. Now the exciting
that began in Set 1 continue in the highly anticipated Set 2. This beautiful boxed set includes everything
a group needs to continue a Dragon Age RPG campaign with characters of levels 6 to 10.
Dragon Age, Set 2 includes an 80-page Players Guide, an 80 page Game Masters
Guide, six reference cards for combats, stunts, and spellcasting, and a
grogeous poster map detailing the world of Thedas. Its many
highlights include:
Grey Wardens! Rules for joining the order
and extensive background on its history and
practices.
New Stunts! Roleplaying and exploration
stunts round out AGEs acclaimed stunt system.
New Gear! Full rules for the creation and use
of poisons, grenades, and traps.
Thedas Revealed! Background info on the
dwarves of Orzammar, the religions of Thedas,
and more.
New Backgrounds! There are eleven
to choose from, including Antivan Wayfarer,
Qunari Beresaad, and Orlesian Exile.
Specializations! Expand your class with
new options like arcane warrior, berserker, and
assassin.
New Spells! The addition of nearly 40 new
spells triples the number mages can choose from.
And theres much, much more! Return to the world of
BioWares Dragon Age video games, fight for Ferelden
and face the Blight in Dragon Age, Set 2!
Fight the
Blight!
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A Game of Thrones Edition is the new core rulebook for A Song of Ice and
Fire Roleplaying. Based on George R.R. Martins fantasy epic, A Song of Ice
and Fire Roleplaying gives you everything you need to play and run games
in the Seven Kingdoms using an easy to learn system specifically designed
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edition includes the entire contents of the original rulebook, revised and up-
dated, plus the full length adventure Peril at Kings Landing and a gorgeous
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320 page full color hardback. MSRP: $49.95